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<?xml version="1.0" encoding="UTF-8"?> <proto version="9"> <unit id="0" name="Hawk"> <dbid>660</dbid> <displaynameid>18794</displaynameid> <icon>World Hawk Icon 64</icon> <initialhitpoints>20.

0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints> <los>12.0000</los> <portraiticon>World Hawk Icon 64</portraiticon> <obstructionradiusx>0.0500</obstructionradiusx> <obstructionradiusz>0.0500</obstructionradiusz> <maxvelocity>4.8000</maxvelocity> <movementtype>air</movementtype> <turnrate>18.0000</turnrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <minimapcolor red="0.5400" blue="0.0000" green="0.3100"></minima pcolor> <heightbob period="6.0000" magnitude="2.0000"></heightbob> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Unit</unittype> <unittype>FlyingUnit</unittype> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>FlyingUnit</flag> <flag>NonAutoFormedUnit</flag> <flag>DontRotateObstruction</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoTieToGround</flag> <action name="Move"> <param name="Persistent"></param> </action> </unit> <unit id="1" name="Palm Stump"> <dbid>662</dbid> <displaynameid>19448</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>NoIdleActions</flag> <flag>DestroyUnderBuilding</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag>

<flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="2" name="Bush"> <dbid>669</dbid> <displaynameid>19435</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>VisibleUnderFog</flag> <flag>NoUnitAI</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="3" name="Arrow"> <dbid>673</dbid> <displaynameid>17955</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <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>NotPlayerPlaceable</flag> </unit> <unit id="4" name="Axe"> <dbid>674</dbid> <displaynameid>19598</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>AdjustPositionOnTerrainCollision</flag> <flag>DontRotateObstruction</flag> <flag>NoIdleActions</flag> <flag>DestroyProjectile</flag> <flag>NonCollideable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotPlayerPlaceable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> </unit> <unit id="5" name="Blood"> <dbid>675</dbid> <displaynameid>19429</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>8.0000</lifespan> <trainpoints>0.0000</trainpoints> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotAlive</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag>

<flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="6" name="Scarab Blood"> <dbid>676</dbid> <displaynameid>19721</displaynameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <soundvariant>Crush</soundvariant> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag> <flag>NoUnitAI</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <flag>PlaceAnywhere</flag> <flag>AreaDamageConstant</flag> <action name="AreaAttack"> <param name="MaximumRange" value1="7.5"></param> <param name="Rate" type="Unit" value1="1.0"></param> <param name="Damage" type="Pierce" value1="30" value2="6 " options="AttackEnemy|AttackGAIAUnits"></param> <param name="Persistent"></param> <param name="SingleUse"></param> <param name="DamageBonus" type="Hero" value1="0.01"></pa ram> <param name="AttackAction"></param> </action> </unit> <unit id="7" name="Waypoint Flag"> <dbid>677</dbid> <displaynameid>19498</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <trainpoints>30.0000</trainpoints> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>NotSelectable</flag> <flag>NoBloodOnDeath</flag> <flag>AlwaysFullColorAsCursor</flag> <flag>NoUnitAI</flag> <flag>TieToWaterSurface</flag> <flag>NonCollideable</flag> </unit> <unit id="8" name="Moveto"> <dbid>678</dbid> <displaynameid>19516</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>TieToWaterSurface</flag> <flag>NotSelectable</flag> <flag>NotPlayerPlaceable</flag> <flag>NoHPBar</flag> <flag>NoUnitAI</flag> <flag>NoIdleActions</flag> <flag>NotSearchable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="9" name="Test Object"> <dbid>692</dbid> <displaynameid>19571</displaynameid> <los>5.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>TieToWaterSurface</flag> </unit> <unit id="10" name="Yardstick"> <dbid>706</dbid> <displaynameid>19419</displaynameid> <initialhitpoints>0.0000</initialhitpoints> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> </unit> <unit id="11" name="Smoke"> <dbid>707</dbid> <displaynameid>19729</displaynameid> <editornameid>21153</editornameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>Doppled</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>SelectWithObstruction</flag> <flag>PlaceAnywhere</flag> </unit> <unit id="12" name="Cloud"> <dbid>708</dbid> <displaynameid>19453</displaynameid> <los>0.0000</los> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoHPBar</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotSelectable</flag> </unit> <unit id="13" name="Tornado"> <dbid>713</dbid> <displaynameid>19581</displaynameid> <los>25.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>8.2000</maxvelocity> <movementtype>air</movementtype> <unitaitype>Tornado</unitaitype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DontRotateObstruction</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag>

<flag>FadeOutDuringDeathAnimation</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotYawDuringMovement</flag> <action name="HandAttack"> <param name="MaximumRange" value1="8"></param> <param name="Damage" type="Crush" value1="100" value2="1 2" options="AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Hack" value1="20" value2="12" options="AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="MuteDamage"></param> </action> <action name="Wander"> <param name="Persistent"></param> </action> </unit> <unit id="14" name="Revealer"> <dbid>736</dbid> <displaynameid>19660</displaynameid> <los>12.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <flag>PlaceAnywhere</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="15" name="Attack Revealer"> <dbid>737</dbid> <displaynameid>17966</displaynameid> <los>4.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>15.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <flag>NoBloodOnDeath</flag> <flag>NoUnitAI</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag>

<flag>Immoveable</flag> </unit> <unit id="16" name="Construction Small"> <dbid>739</dbid> <displaynameid>19461</displaynameid> <initialhitpoints>2500.0000</initialhitpoints> <maxhitpoints>2500.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>30.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>SelectWithObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="17" name="Construction Medium"> <dbid>740</dbid> <displaynameid>19741</displaynameid> <initialhitpoints>2500.0000</initialhitpoints> <maxhitpoints>2500.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>30.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype>

<unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>SelectWithObstruction</flag> </unit> <unit id="18" name="Construction Large"> <dbid>741</dbid> <displaynameid>19459</displaynameid> <initialhitpoints>2500.0000</initialhitpoints> <maxhitpoints>2500.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>30.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>SelectWithObstruction</flag> <flag>CollidesWithProjectiles</flag>

<flag>Immoveable</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="19" name="Construction Extra Large"> <dbid>742</dbid> <displaynameid>19607</displaynameid> <initialhitpoints>2500.0000</initialhitpoints> <maxhitpoints>2500.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>8.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>30.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>SelectWithObstruction</flag> </unit> <unit id="20" name="Ice Block"> <dbid>776</dbid> <displaynameid>19668</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.2000</obstructionradiusx> <obstructionradiusz>1.2000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> </unit> <unit id="21" name="Papyrus"> <dbid>803</dbid> <displaynameid>19450</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>Immoveable</flag> <flag>ForceToGaia</flag> <flag>NotSelectable</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="22" name="Wave"> <dbid>811</dbid> <displaynameid>19500</displaynameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>EmbellishmentClass</unittype> <flag>RenderAfterWater</flag> <flag>DontSortAlphaPolys</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NavalUnit</flag> <flag>PlaceAnywhere</flag>

<flag>StartOnAnimationUpdate</flag> <flag>NotSelectable</flag> <flag>TieToWaterSurface</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoUnitAI</flag> <flag>NoIdleActions</flag> </unit> <unit id="23" name="Rainfall"> <dbid>850</dbid> <displaynameid>19739</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="24" name="Ice Sheet"> <dbid>851</dbid> <displaynameid>19511</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>8.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>40.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="3.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> </unit> <unit id="25" name="Camera"> <dbid>852</dbid> <displaynameid>19605</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz>

<movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>Immoveable</flag> <flag>NoUnitAI</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> </unit> <unit id="26" name="Camera Motion Arrow"> <dbid>863</dbid> <displaynameid>19437</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> </unit> <unit id="27" name="Camera Start"> <dbid>864</dbid> <displaynameid>19537</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>OnlyInEditor</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="28" name="Whale"> <dbid>867</dbid> <displaynameid>19527</displaynameid>

<icon>Gaia Whale icon</icon> <los>15.0000</los> <obstructionradiusx>2.7000</obstructionradiusx> <obstructionradiusz>2.7000</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>fish</resourcesubtype> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>Fish</unittype> <unittype>NatureClass</unittype> <flag>CorpseDecays</flag> <flag>Invulnerable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoHPBar</flag> <flag>DontRotateObstruction</flag> <flag>TieToWaterSurface</flag> <flag>VisibleUnderFog</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>CollidesWithProjectiles</flag> <flag>ForceToGaia</flag> <flag>DecalStickToWaterSurface</flag> <flag>NavalUnit</flag> </unit> <unit id="29" name="Fire Pit"> <dbid>872</dbid> <displaynameid>19675</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>StartOnAnimationUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>SelectWithObstruction</flag> <flag>NoIdleActions</flag>

</unit> <unit id="30" name="Rock Symbols"> <dbid>896</dbid> <displaynameid>19710</displaynameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>CollidesWithProjectiles</flag> <flag>NotSelectable</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>SelectWithObstruction</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="31" name="Stalagmite"> <dbid>897</dbid> <displaynameid>19732</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>PlaceAnywhere</flag> <flag>DestroyUnderBuilding</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>NoUnitAI</flag> </unit> <unit id="32" name="Runestone"> <dbid>898</dbid> <displaynameid>19698</displaynameid>

<initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.6000</obstructionradiusx> <obstructionradiusz>0.4000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>ForceToGaia</flag> <flag>SelectWithObstruction</flag> </unit> <unit id="33" name="Rock Snow"> <dbid>903</dbid> <displaynameid>19724</displaynameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoUnitAI</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> </unit> <unit id="34" name="Water Lilly"> <dbid>922</dbid> <displaynameid>19506</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype>

<bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>EmbellishmentClass</unittype> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>StartOnAnimationUpdate</flag> <flag>RMCanRotate</flag> <flag>DestroyUnderBuilding</flag> <flag>NavalUnit</flag> </unit> <unit id="35" name="Water Reeds"> <dbid>925</dbid> <displaynameid>19504</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Nature</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="36" name="Snowfall"> <dbid>930</dbid> <displaynameid>19630</displaynameid> <los>0.0000</los> <maxvelocity>0.0000</maxvelocity>

<movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>ForceToGaia</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NotSelectable</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="37" name="Mist"> <dbid>933</dbid> <displaynameid>19631</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NonCollideable</flag> <flag>PlaceAnywhere</flag> <flag>SelectWithObstruction</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DoNotDieAtZeroHitpoints</flag> </unit> <unit id="38" name="Waterfall"> <dbid>938</dbid> <displaynameid>19502</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NavalUnit</flag> <flag>PlaceAnywhere</flag> <flag>StartOnAnimationUpdate</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoUnitAI</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag>

<flag>DoNotDieAtZeroHitpoints</flag> </unit> <unit id="39" name="Garrison Flag"> <dbid>942</dbid> <displaynameid>19680</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <trainpoints>30.0000</trainpoints> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NotSearchable</flag> <flag>AlwaysFullColorAsCursor</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> </unit> <unit id="40" name="Crate"> <dbid>944</dbid> <displaynameid>19465</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16448</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag>

<flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>VariationLocked</flag> </unit> <unit id="41" name="Rugs"> <dbid>945</dbid> <displaynameid>19706</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>SelectWithObstruction</flag> </unit> <unit id="42" name="Market Stall"> <dbid>946</dbid> <displaynameid>19582</displaynameid> <icon>Icon Building Market</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Building Market Icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>22014</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype>

<unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>SelectWithObstruction</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>VariationLocked</flag> </unit> <unit id="43" name="Catapult Shot"> <dbid>972</dbid> <displaynameid>19639</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Splash Footprint</ballisticsplashproto> <ballisticimpactproto>Dust Small</ballisticimpactproto> <maxvelocity>20.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>EmbellishmentClass</unittype> <unittype>Projectile</unittype> <flag>NotSearchable</flag> <flag>Projectile</flag> <flag>NonCollideable</flag> <flag>DestroyProjectile</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DontRotateObstruction</flag> <flag>AdjustPositionOnTerrainCollision</flag> </unit> <unit id="44" name="Misc Objects"> <dbid>1006</dbid> <displaynameid>19550</displaynameid> <los>0.0000</los>

<obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>DestroyUnderBuilding</flag> <flag>CollidesWithProjectiles</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="45" name="Inferno Fire Ground"> <dbid>1012</dbid> <displaynameid>19542</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.5000</creationfadetime> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="3.0000"></decay> <unittype>EmbellishmentClass</unittype> <unittype>Projectile</unittype> <flag>NoBloodOnDeath</flag> <flag>NotDeleteable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotSearchable</flag> <flag>NoHPBar</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>PlaceAnywhere</flag> <flag>NonCollideable</flag> <flag>FadeInOnCreation</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="46" name="Lightning Strike"> <dbid>1014</dbid> <displaynameid>19586</displaynameid> <los>0.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSelectable</flag>

<flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <action name="HandAttack"> <param name="Damage" type="Crush" value1="150" value2="3 .0" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Pierce" value1="200" value2=" 3.0" options="AttackEnemy|AttackGAIAUnits"></param> </action> </unit> <unit id="47" name="Ballista Shot"> <dbid>1015</dbid> <displaynameid>19423</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Splash Footprint</ballisticsplashproto> <ballisticimpactproto>Dust Small</ballisticimpactproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>NoTieToGround</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>DestroyProjectile</flag> <flag>NonCollideable</flag> <flag>Projectile</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DontRotateObstruction</flag> <flag>AdjustPositionOnTerrainCollision</flag> </unit> <unit id="48" name="Splash"> <dbid>1016</dbid> <displaynameid>19604</displaynameid> <los>0.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>StartOnAnimationUpdate</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag>

<flag>NonCollideable</flag> <flag>NavalUnit</flag> </unit> <unit id="49" name="Misc Stairs"> <dbid>1018</dbid> <displaynameid>19616</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>5.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>SelectWithObstruction</flag> <flag>NotSelectable</flag> </unit> <unit id="50" name="Coral Reef"> <dbid>1038</dbid> <displaynameid>19463</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>NavalUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NotSelectable</flag> <flag>ForceToGaia</flag> </unit> <unit id="51" name="Hero Birth"> <dbid>1044</dbid> <displaynameid>19533</displaynameid>

<los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>4.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> </unit> <unit id="52" name="Cinematic Block"> <dbid>2014</dbid> <displaynameid>19518</displaynameid> <initialhitpoints>300.0000</initialhitpoints> <maxhitpoints>300.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>land</movementtype> <projectileprotounit>Arrow</projectileprotounit> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <tech>Frost</tech> <flag>DoNotShowOnMiniMap</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NoBloodOnDeath</flag> <flag>NoFadeOnDeath</flag> <flag>NoIdleActions</flag> <flag>TieToWaterSurface</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> </unit> <unit id="53" name="Footprint Villager"> <dbid>2015</dbid> <displaynameid>19654</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag>

<flag>NonCollideable</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> </unit> <unit id="54" name="Flaming Footprint"> <dbid>2016</dbid> <displaynameid>19673</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>4.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>FadeInOnCreation</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> </unit> <unit id="55" name="Icy Footprint"> <dbid>2017</dbid> <displaynameid>19661</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.5000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>FadeInOnCreation</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> </unit> <unit id="56" name="Oar Footprint"> <dbid>2018</dbid> <displaynameid>19428</displaynameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <movementtype>water</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag>

<flag>StartOnAnimationUpdate</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>TieToWaterSurface</flag> <flag>NoTieToGround</flag> <flag>NavalUnit</flag> </unit> <unit id="57" name="Meteor"> <dbid>2034</dbid> <displaynameid>19580</displaynameid> <los>20.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>15.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="15.0000" duration="1.0000"></decay> <flag>DontFadeInOnBuild</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>AreaDamageConstant</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <action name="HandAttack"> <param name="MaximumRange" value1="12"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Crush" value1="900" value2="4 " options="AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Hack" value1="100" value2="6" options="AttackEnemy|AttackGAIAUnits"></param> <param name="MuteDamage"></param> <param name="AttackAction"></param> </action> </unit> <unit id="58" name="Lightning sparks"> <dbid>2038</dbid> <displaynameid>19501</displaynameid> <los>0.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<unittype>EmbellishmentClass</unittype> <flag>PlaceAnywhere</flag> <flag>StartOnAnimationUpdate</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NoBloodOnDeath</flag> <flag>Immoveable</flag> </unit> <unit id="59" name="Lightning Scorch"> <dbid>2039</dbid> <displaynameid>19748</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> </unit> <unit id="60" name="Dust Small"> <dbid>2040</dbid> <displaynameid>19483</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> </unit> <unit id="61" name="Dust Medium"> <dbid>2041</dbid> <displaynameid>19563</displaynameid> <los>0.0000</los>

<obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> </unit> <unit id="62" name="Dust Large"> <dbid>2042</dbid> <displaynameid>19481</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="63" name="Arrow Flaming"> <dbid>2044</dbid> <displaynameid>17958</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>EmbellishmentClass</unittype> <unittype>Projectile</unittype> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyProjectile</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>NonCollideable</flag>

<flag>NotSelectable</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>Projectile</flag> <flag>DontRotateObstruction</flag> <flag>AdjustPositionOnTerrainCollision</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="64" name="Lightning Cloud"> <dbid>2047</dbid> <displaynameid>19756</displaynameid> <los>0.0000</los> <obstructionradiusx>10.0000</obstructionradiusx> <obstructionradiusz>10.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="65" name="Lightning Rain"> <dbid>2049</dbid> <displaynameid>19587</displaynameid> <los>0.0000</los> <obstructionradiusx>15.0000</obstructionradiusx> <obstructionradiusz>15.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> </unit> <unit id="66" name="UI Army Banner Furled"> <dbid>2050</dbid> <displaynameid>19556</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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="67" name="UI Army Banner Plain"> <dbid>2051</dbid> <displaynameid>19566</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> </unit> <unit id="68" name="UI Army Banner Infantry"> <dbid>2052</dbid> <displaynameid>19562</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoUnitAI</flag> <flag>NoIdleActions</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="69" name="UI Army Banner Cavalry"> <dbid>2053</dbid> <displaynameid>19730</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz>

<movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> </unit> <unit id="70" name="UI Army Banner Archer"> <dbid>2054</dbid> <displaynameid>19573</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NonCollideable</flag> </unit> <unit id="71" name="UI Army Banner Villager"> <dbid>2055</dbid> <displaynameid>19570</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> </unit> <unit id="72" name="Blood Gore"> <dbid>2076</dbid> <displaynameid>19431</displaynameid>

<los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>4.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="73" name="Lightning Sparks Ground"> <dbid>2077</dbid> <displaynameid>19709</displaynameid> <los>0.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>PlaceAnywhere</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>StartOnAnimationUpdate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> </unit> <unit id="74" name="Hoofprint"> <dbid>2087</dbid> <displaynameid>19707</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>4.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag>

<flag>StartOnAnimationUpdate</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> </unit> <unit id="75" name="Footprint Military"> <dbid>2091</dbid> <displaynameid>19626</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> </unit> <unit id="76" name="Fire Object"> <dbid>2093</dbid> <displaynameid>18754</displaynameid> <editornameid>20423</editornameid> <los>0.0000</los> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>SelectWithObstruction</flag> <flag>PlaceAnywhere</flag> <flag>NotSelectable</flag> </unit> <unit id="77" name="UI Hero Banner"> <dbid>2094</dbid> <displaynameid>19543</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx>

<movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NotSelectable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NoUnitAI</flag> <flag>NonCollideable</flag> </unit> <unit id="78" name="UI Idle Villager Banner"> <dbid>2095</dbid> <displaynameid>19547</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> </unit> <unit id="79" name="Giant Footprint"> <dbid>2097</dbid> <displaynameid>19640</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> </unit>

<unit id="80" name="Shark"> <dbid>2110</dbid> <displaynameid>19670</displaynameid> <los>15.0000</los> <obstructionradiusx>2.7000</obstructionradiusx> <obstructionradiusz>2.7000</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <wanderdistance>4</wanderdistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>fish</resourcesubtype> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>NatureClass</unittype> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>Invulnerable</flag> <flag>CorpseDecays</flag> <flag>DecalStickToWaterSurface</flag> <flag>NavalUnit</flag> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="81" name="Orca"> <dbid>2111</dbid> <displaynameid>19432</displaynameid> <icon>Gaia Whale icon</icon> <los>15.0000</los> <obstructionradiusx>2.7000</obstructionradiusx> <obstructionradiusz>2.7000</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <wanderdistance>4</wanderdistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>fish</resourcesubtype> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>DontRotateObstruction</flag> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>NavalUnit</flag>

<flag>DecalStickToWaterSurface</flag> <flag>CorpseDecays</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>Invulnerable</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="24"></param> <param name="Rate" type="All" value1="1.0"></param> </action> </unit> <unit id="82" name="Rock Granite Small"> <dbid>2116</dbid> <displaynameid>19747</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>RMCanRotate</flag> </unit> <unit id="83" name="Rock Limestone Small"> <dbid>2117</dbid> <displaynameid>19669</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag>

<flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> </unit> <unit id="84" name="Grass"> <dbid>2118</dbid> <displaynameid>19505</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>RMCanRotate</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="85" name="Seagull"> <dbid>2120</dbid> <displaynameid>19653</displaynameid> <initialhitpoints>2.0000</initialhitpoints> <maxhitpoints>2.0000</maxhitpoints> <los>15.0000</los> <obstructionradiusx>10.0000</obstructionradiusx> <obstructionradiusz>10.0000</obstructionradiusz> <maxvelocity>4.1000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuredByUnits</flag> <flag>ForceToGaia</flag> <flag>VisibleUnderFog</flag> <flag>NonCollideable</flag> <flag>NoHPBar</flag> </unit> <unit id="86" name="Rock Granite Big"> <dbid>2124</dbid> <displaynameid>19633</displaynameid> <los>0.0000</los>

<obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</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="87" name="Rock Limestone Big"> <dbid>2125</dbid> <displaynameid>19752</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="88" name="Rock Sandstone Big"> <dbid>2126</dbid> <displaynameid>19737</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag>

<flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>RMCanRotate</flag> </unit> <unit id="89" name="Rock Sandstone Small"> <dbid>2127</dbid> <displaynameid>19715</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="90" name="Rock River Sandy"> <dbid>2134</dbid> <displaynameid>19743</displaynameid> <los>0.0000</los> <obstructionradiusx>2.3000</obstructionradiusx> <obstructionradiusz>1.2000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>RMCanRotate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag>

<flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="91" name="Rock River Grassy"> <dbid>2135</dbid> <displaynameid>19667</displaynameid> <los>0.0000</los> <obstructionradiusx>2.3000</obstructionradiusx> <obstructionradiusz>1.2000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> </unit> <unit id="92" name="Rock River Icy"> <dbid>2136</dbid> <displaynameid>19738</displaynameid> <los>0.0000</los> <obstructionradiusx>2.3000</obstructionradiusx> <obstructionradiusz>1.2000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>RMCanRotate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NoBloodOnDeath</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> </unit> <unit id="93" name="Shifting Sands In"> <dbid>2138</dbid> <displaynameid>19688</displaynameid> <maxcontained>20</maxcontained> <los>5.0000</los>

<obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>HideGarrisonFlag</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotCommandable</flag> <flag>NonCollideable</flag> <flag>NotDeleteable</flag> <flag>NoUnitAI</flag> <flag>NoBloodOnDeath</flag> <contain>LogicalTypeValidShiftingSandsTarget</contain> <action name="Enter"> <param name="MaximumRange" value1="5"></param> </action> </unit> <unit id="94" name="UI Army Banner Myth"> <dbid>2153</dbid> <displaynameid>19564</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NonCollideable</flag> </unit> <unit id="95" name="UI Idle Military Banner"> <dbid>2157</dbid> <displaynameid>19545</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoIdleActions</flag>

<flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="96" name="Heavenlight"> <dbid>2159</dbid> <displaynameid>19725</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="2.0000"></decay> <flag>FadeOutDuringDeathAnimation</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> </unit> <unit id="97" name="Shifting Sands Out"> <dbid>2160</dbid> <displaynameid>19599</displaynameid> <maxcontained>20</maxcontained> <los>5.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotCommandable</flag> <flag>NonCollideable</flag> <flag>NotDeleteable</flag> <flag>NoUnitAI</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <contain>LogicalTypeValidShiftingSandsTarget</contain> <action name="Enter"> <param name="MaximumRange" value1="5"></param> </action> </unit> <unit id="98" name="Shifting Sands Out Effect"> <dbid>2161</dbid> <displaynameid>19652</displaynameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <movementtype>land</movementtype>

<lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> </unit> <unit id="99" name="Inferno Unit Flame"> <dbid>2162</dbid> <displaynameid>19731</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.5000</creationfadetime> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="3.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>FadeInOnCreation</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="100" name="Revealer to Player"> <dbid>2163</dbid> <displaynameid>19606</displaynameid> <los>12.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <flag>Invulnerable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag>

<flag>PlaceAnywhere</flag> </unit> <unit id="101" name="Skeleton"> <dbid>2164</dbid> <displaynameid>19634</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bounty resourcetype="Favor">0.0000</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>RMCanRotate</flag> </unit> <unit id="102" name="Sand Drift Dune"> <dbid>2165</dbid> <displaynameid>19695</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NonCollideable</flag> </unit> <unit id="103" name="Sand Drift Plain"> <dbid>2166</dbid> <displaynameid>19687</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx>

<obstructionradiusz>1.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>StartOnAnimationUpdate</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> </unit> <unit id="104" name="Sand Drift Patch"> <dbid>2167</dbid> <displaynameid>19691</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSelectable</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> </unit> <unit id="105" name="Healing SFX"> <dbid>2169</dbid> <displaynameid>19690</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag>

<flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="106" name="Healing Area SFX"> <dbid>2170</dbid> <displaynameid>19561</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="107" name="Frost Drift"> <dbid>2181</dbid> <displaynameid>19638</displaynameid> <los>10.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="3.0000"></decay> <unittype>EmbellishmentClass</unittype> <unittype>Projectile</unittype> <flag>NoBloodOnDeath</flag> <flag>NotDeleteable</flag> <flag>NoHPBar</flag> <flag>NoFadeOnDeath</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>FireDamage</flag> <flag>GivesLOSToAll</flag> <flag>PlaceAnywhere</flag> <flag>NonCollideable</flag> <flag>FadeInOnCreation</flag> <action name="HandAttack"> <param name="Damage" type="Crush" value1="1000" options= "AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Hack" value1="1000" options="

AttackEnemy|AttackGAIAUnits"></param> <param name="MuteDamage"></param> <param name="AttackAction"></param> </action> </unit> <unit id="108" name="Dust Devil"> <dbid>2195</dbid> <displaynameid>19689</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <idletimeout>3.0000</idletimeout> <maxvelocity>4.3000</maxvelocity> <movementtype>air</movementtype> <wanderdistance>8</wanderdistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Unit</unittype> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>FadeOutDuringDeathAnimation</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ConstrainOrientation</flag> <flag>Invulnerable</flag> <flag>ForceToGaia</flag> </unit> <unit id="109" name="Fountain"> <dbid>2199</dbid> <displaynameid>19600</displaynameid> <icon>Icon object fountain 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <portraiticon>Icon object fountain 64</portraiticon> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz>

<maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnAnimationUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>VariationLocked</flag> </unit> <unit id="110" name="Fire Wood"> <dbid>2200</dbid> <displaynameid>19529</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <portraiticon>Wood 64</portraiticon> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>DestroyUnderBuilding</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag>

<flag>StartOnNoUpdate</flag> </unit> <unit id="111" name="Campfire"> <dbid>2201</dbid> <displaynameid>19439</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>Doppled</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoIdleActions</flag> </unit> <unit id="112" name="Columns"> <dbid>2203</dbid> <displaynameid>19455</displaynameid> <icon>World Column Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <portraiticon>World Column Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17889</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> <flag>NoIdleActions</flag> <flag>PaintTextureWhenPlacing</flag> <flag>RMCanRotate</flag> </unit> <unit id="113" name="Columns Fallen"> <dbid>2204</dbid> <displaynameid>19457</displaynameid> <icon>World Column Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <portraiticon>World Column Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<rollovertextid>17891</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>RMCanRotate</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>VisibleUnderFog</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> </unit> <unit id="114" name="Columns Broken"> <dbid>2205</dbid> <displaynameid>19664</displaynameid> <icon>World Column Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <portraiticon>World Column Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>1.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17890</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>StartOnNoUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>NoIdleActions</flag> <flag>PaintTextureWhenPlacing</flag> <flag>RMCanRotate</flag> </unit> <unit id="115" name="Milestone"> <dbid>2247</dbid> <displaynameid>19753</displaynameid> <los>0.0000</los> <obstructionradiusx>0.7500</obstructionradiusx> <obstructionradiusz>0.7500</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag>

<flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="116" name="Sign"> <dbid>2248</dbid> <displaynameid>19601</displaynameid> <los>0.0000</los> <portraiticon>Scenario Sign Icon 64</portraiticon> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotCommandable</flag> <flag>NoIdleActions</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="117" name="Clone SFX"> <dbid>2249</dbid> <displaynameid>19682</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> </unit> <unit id="118" name="Invisible Ram"> <dbid>2255</dbid> <displaynameid>19589</displaynameid> <los>20.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz>

<maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="15.0000" duration="1.0000"></decay> <flag>AreaDamageConstant</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <action name="HandAttack"> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Crush" value1="25"></param> </action> </unit> <unit id="119" name="Spear"> <dbid>2259</dbid> <displaynameid>19614</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyProjectile</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DontRotateObstruction</flag> <flag>AdjustPositionOnTerrainCollision</flag> </unit> <unit id="120" name="Sling Stone"> <dbid>2260</dbid> <displaynameid>19757</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity>

<movementtype>air</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotPlayerPlaceable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyProjectile</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="121" name="Rain"> <dbid>2265</dbid> <displaynameid>19658</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="122" name="Snow Storm"> <dbid>2266</dbid> <displaynameid>19722</displaynameid> <los>0.0000</los> <obstructionradiusx>15.0000</obstructionradiusx> <obstructionradiusz>15.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="123" name="Fertile Plants SFX"> <dbid>2268</dbid>

<displaynameid>19497</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="124" name="Cinematic rocks"> <dbid>2269</dbid> <displaynameid>19727</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>VariationLocked</flag> </unit> <unit id="125" name="Cinematic Trees"> <dbid>2270</dbid> <displaynameid>19625</displaynameid> <icon>Icon pine tree</icon> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <soundvariant>Hack</soundvariant> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Wood">100.0000</initialresource>

<resourcesubtype>Wood</resourcesubtype> <texturepainttype>Forest</texturepainttype> <texturepaintsubtype>Forestfloor</texturepaintsubtype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Wood</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Tree</unittype> <flag>NoIdleActions</flag> <flag>DoNotValidateResourceInventory</flag> <flag>NoBloodOnDeath</flag> <flag>ObscuresUnits</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>Doppled</flag> <flag>ForceToGaia</flag> <flag>DieAtZeroResources</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>StartOnNoUpdate</flag> <flag>DontRotateObstruction</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DoppleOnlyWhenDead</flag> </unit> <unit id="126" name="Cinematic Dead Bodies"> <dbid>2272</dbid> <displaynameid>19447</displaynameid> <los>0.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VariationLocked</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="127" name="Destroyed Buildings Small"> <dbid>2274</dbid> <displaynameid>18536</displaynameid> <editornameid>20420</editornameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype>

<rollovertextid>20046</rollovertextid> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>VariationLocked</flag> <flag>FlattenGround</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag> </unit> <unit id="128" name="Cinematic Scorch"> <dbid>2284</dbid> <displaynameid>19449</displaynameid> <los>10.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> </unit> <unit id="129" name="undermine ground decal long"> <dbid>2287</dbid> <displaynameid>19538</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> </unit> <unit id="130" name="undermine ground decal short"> <dbid>2288</dbid> <displaynameid>19536</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz>

<creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> </unit> <unit id="131" name="undermine ground decal corner"> <dbid>2289</dbid> <displaynameid>19540</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> </unit> <unit id="132" name="Armor Glow Small"> <dbid>2290</dbid> <displaynameid>19413</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag>

<flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="133" name="Tornado Debris"> <dbid>2292</dbid> <displaynameid>19579</displaynameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag> <flag>DontFadeInOnBuild</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>FadeInOnCreation</flag> <flag>ProjectileTerrainOnly</flag> <flag>NonCollideable</flag> <flag>NotCommandable</flag> <flag>NoTieToGround</flag> </unit> <unit id="134" name="Raft"> <dbid>2315</dbid> <displaynameid>19496</displaynameid> <icon>boat E transport icon</icon> <maxcontained>5</maxcontained> <initialhitpoints>50.0000</initialhitpoints> <maxhitpoints>50.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Boat E Transport Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <formationcategory>Mobile</formationcategory> <maxvelocity>3.6000</maxvelocity> <movementtype>water</movementtype> <turnrate>9.0000</turnrate> <unitaitype>Civilian</unitaitype> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16614</rollovertextid> <buttonpos row="0" column="0"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay> <armor damagetype="Hack" percentflag="1">0.10</armor> <armor damagetype="Pierce" percentflag="1">0.40</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype>

<unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>Ship</unittype> <flag>ObscuredByUnits</flag> <flag>TieToWaterSurface</flag> <flag>CollidesWithProjectiles</flag> <flag>GarrisonSpeedBonus</flag> <flag>GarrisonBonus</flag> <flag>DontRotateObstruction</flag> <flag>DecalStickToWaterSurface</flag> <flag>NoFadeOnDeath</flag> <flag>ApplyHandicapTraining</flag> <flag>NavalUnit</flag> <flag>NoBloodOnDeath</flag> <flag>AllowAutoGarrison</flag> <flag>FadeOutDecalOnDeath</flag> <flag>NotPlayerPlaceable</flag> <contain>LogicalTypeGarrisonOnBoats</contain> <command>Work</command> <action name="Gather"> <param name="MaximumRange" type="Fish" value1="5.0"></pa ram> <param name="Rate" type="Fish" value1="1.2"></param> </action> </unit> <unit id="135" name="Meteor Impact Water"> <dbid>2318</dbid> <displaynameid>19509</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag>

<flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="136" name="Meteor Impact Ground"> <dbid>2319</dbid> <displaynameid>19637</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DontFadeInOnBuild</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="137" name="Rain Small"> <dbid>2320</dbid> <displaynameid>19692</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> </unit> <unit id="138" name="Ball of Fire"> <dbid>2322</dbid> <displaynameid>19421</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Ball of fire impact</ballisticbounceproto> <maxvelocity>30.0000</maxvelocity>

<movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>DontRotateObstruction</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>DestroyProjectile</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> </unit> <unit id="139" name="Increase Prosperity Large"> <dbid>2324</dbid> <displaynameid>19645</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="140" name="Increase Prosperity Small"> <dbid>2325</dbid> <displaynameid>19746</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag>

<flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="141" name="Ball of fire impact"> <dbid>2326</dbid> <displaynameid>19734</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> </unit> <unit id="142" name="Dove"> <dbid>2328</dbid> <displaynameid>19479</displaynameid> <initialhitpoints>2.0000</initialhitpoints> <maxhitpoints>2.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>10.0000</obstructionradiusx> <obstructionradiusz>10.0000</obstructionradiusz> <maxvelocity>4.1000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>NotCommandable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuredByUnits</flag> <flag>ForceToGaia</flag> <flag>VisibleUnderFog</flag> <flag>DontRotateObstruction</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>HideGarrisonFlag</flag>

<flag>CorpseDecays</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="143" name="Snow Drift Archery"> <dbid>2330</dbid> <displaynameid>19755</displaynameid> <los>5.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="144" name="Snow Drift Barracks"> <dbid>2331</dbid> <displaynameid>19736</displaynameid> <los>5.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="145" name="Snow Drift Stable"> <dbid>2332</dbid> <displaynameid>19685</displaynameid> <los>5.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag>

<flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="146" name="Snow Drift Settlements"> <dbid>2333</dbid> <displaynameid>19700</displaynameid> <los>5.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> </unit> <unit id="147" name="Snow Drift Tower"> <dbid>2334</dbid> <displaynameid>19713</displaynameid> <los>5.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="148" name="Snow Drift Siege"> <dbid>2336</dbid> <displaynameid>19693</displaynameid> <los>5.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype>

<flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> </unit> <unit id="149" name="Snow Drift Major Temple"> <dbid>2338</dbid> <displaynameid>19708</displaynameid> <los>5.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>TieToWaterSurface</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> </unit> <unit id="150" name="Tunnel Opening"> <dbid>2341</dbid> <displaynameid>19751</displaynameid> <icon>god power underworld passage icon</icon> <los>8.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>NotCommandable</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>ForceToGaia</flag> <flag>PlaceAnywhere</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>Invulnerable</flag> </unit>

<unit id="151" name="Volley"> <dbid>2345</dbid> <displaynameid>19530</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <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> </unit> <unit id="152" name="Hades Fire"> <dbid>2346</dbid> <displaynameid>19595</displaynameid> <los>0.0000</los> <obstructionradiusx>2.5000</obstructionradiusx> <obstructionradiusz>2.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>VisibleUnderFog</flag> <flag>PlaceAnywhere</flag> <flag>SelectWithObstruction</flag> <flag>NonCollideable</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="153" name="Rock Granite Sprite"> <dbid>2360</dbid> <displaynameid>19594</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype>

<bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotRotateable</flag> <flag>DestroyUnderBuilding</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="154" name="Vision Revealer"> <dbid>2361</dbid> <displaynameid>19526</displaynameid> <los>60.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> </unit> <unit id="155" name="Bolt Strike"> <dbid>2363</dbid> <displaynameid>19433</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag>

<action name="HandAttack"> <param name="MaximumRange" value1="1.0"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="Damage" type="Hack" value1="10000"></param> <param name="Damage" type="Crush" value1="10000"></param > <param name="Damage" type="Pierce" value1="10000"></para m> </action> </unit> <unit id="156" name="Spy Eye"> <dbid>2369</dbid> <displaynameid>19648</displaynameid> <los>27.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> <flag>VisibleOwnerOnly</flag> </unit> <unit id="157" name="Curse SFX"> <dbid>2372</dbid> <displaynameid>19712</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>3.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="158" name="Sentinel Base">

<dbid>2374</dbid> <displaynameid>19718</displaynameid> <icon>God Power Sentinel icon</icon> <los>0.0000</los> <portraiticon>God Power Sentinel icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="2.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Doppled</flag> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="159" name="Bolt Scorch"> <dbid>2376</dbid> <displaynameid>19613</displaynameid> <los>0.0000</los> <movementtype>land</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> </unit> <unit id="160" name="Citadel SFX"> <dbid>2379</dbid> <displaynameid>19451</displaynameid> <los>5.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotCommandable</flag> <flag>NonCollideable</flag> <flag>NotDeleteable</flag> <flag>NoUnitAI</flag>

<flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>HideGarrisonFlag</flag> <action name="Enter"> <param name="MaximumRange" value1="5"></param> </action> </unit> <unit id="161" name="Vision SFX"> <dbid>2380</dbid> <displaynameid>19528</displaynameid> <los>1.0000</los> <obstructionradiusx>15.0000</obstructionradiusx> <obstructionradiusz>15.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="162" name="Ragnorok SFX"> <dbid>2386</dbid> <displaynameid>19642</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>3.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="163" name="Fimbulwinter SFX"> <dbid>2391</dbid> <displaynameid>19552</displaynameid>

<los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="164" name="Plenty Flare"> <dbid>2394</dbid> <displaynameid>19480</displaynameid> <los>8.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoTieToGround</flag> <flag>GivesLOSToAll</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="165" name="Osiris Lightning"> <dbid>2396</dbid> <displaynameid>19438</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NotSelectable</flag> <flag>NotSearchable</flag>

<flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="166" name="Osiris SFX"> <dbid>2397</dbid> <displaynameid>19440</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="167" name="Priest Projectile"> <dbid>2399</dbid> <displaynameid>19492</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <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> </unit> <unit id="168" name="UI Army Banner Siege"> <dbid>2403</dbid> <displaynameid>19568</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="169" name="Rock Limestone Sprite"> <dbid>2405</dbid> <displaynameid>19666</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>RMCanRotate</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotRotateable</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="170" name="Rock Sandstone Sprite"> <dbid>2406</dbid> <displaynameid>19723</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<unittype>NatureClass</unittype> <flag>DestroyUnderBuilding</flag> <flag>NotRotateable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>RMCanRotate</flag> </unit> <unit id="171" name="Pine Stump"> <dbid>2411</dbid> <displaynameid>19476</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DontRotateObstruction</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DestroyUnderBuilding</flag> <flag>StartOnNoUpdate</flag> <flag>NoIdleActions</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="172" name="Oak stump"> <dbid>2412</dbid> <displaynameid>19420</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag>

<flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="173" name="Earthquake"> <dbid>2416</dbid> <displaynameid>18895</displaynameid> <los>30.0000</los> <creationfadetime>0.0000</creationfadetime> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <unitaitype>Passive</unitaitype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="15.0000" duration="1.0000"></decay> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>NonCollideable</flag> <flag>NotCommandable</flag> <flag>PlaceAnywhere</flag> <action name="HandAttack"> <param name="MaximumRange" value1="1"></param> <param name="Damage" type="Hack" value1="50" value2="1" options="AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Crush" value1="350" value2="1 " options="AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="MuteDamage"></param> <param name="AttackAction"></param> </action> </unit> <unit id="174" name="Barrel"> <dbid>2417</dbid> <displaynameid>19425</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17822</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype>

<unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>VariationLocked</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Doppled</flag> <flag>DontFlattenGround</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>SelectWithObstruction</flag> <flag>NotSelectable</flag> </unit> <unit id="175" name="Pots"> <dbid>2418</dbid> <displaynameid>19488</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17823</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VariationLocked</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Doppled</flag> <flag>DontFlattenGround</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag>

<flag>SelectWithObstruction</flag> </unit> <unit id="176" name="Broken Siege Weapons"> <dbid>2424</dbid> <displaynameid>19574</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <cost resourcetype="Food">0.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> </unit> <unit id="177" name="Kraken Bits"> <dbid>2425</dbid> <displaynameid>19416</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>StartOnNoUpdate</flag>

<flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>PlaceAnywhere</flag> <flag>TieToWaterSurface</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>Invulnerable</flag> </unit> <unit id="178" name="Flowers"> <dbid>2426</dbid> <displaynameid>19554</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <soundvariant>Hack</soundvariant> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>NonCollideable</flag> <flag>RMCanRotate</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>VisibleUnderFog</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="179" name="Seaweed"> <dbid>2427</dbid> <displaynameid>19651</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <soundvariant>Hack</soundvariant> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype>

<unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoHPBar</flag> <flag>NoIdleActions</flag> <flag>NotSelectable</flag> <flag>DestroyUnderBuilding</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>VisibleUnderFog</flag> <flag>NonCollideable</flag> <flag>StartOnAnimationUpdate</flag> <flag>RMCanRotate</flag> </unit> <unit id="180" name="Fern"> <dbid>2428</dbid> <displaynameid>19641</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="181" name="Flag Numbered"> <dbid>2430</dbid> <displaynameid>19618</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype>

<bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnAnimationUpdate</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="182" name="Scorpion Tail"> <dbid>2435</dbid> <displaynameid>19714</displaynameid> <soundvariant>Hack</soundvariant> <unitaitype>HandCombative</unitaitype> <flag>ObscuredByUnits</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="2.0"></param> <param name="Damage" type="Hack" value1="18.0"></param> <param name="AttackAction"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="DamageBonus" type="MythUnit" value1="2.0">< /param> </action> </unit> <unit id="183" name="Generic Corpse"> <dbid>2436</dbid> <displaynameid>19531</displaynameid> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildlimit>0</buildlimit> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NotAlive</flag> <flag>NotCommandable</flag> </unit> <unit id="184" name="Wadjet Spit"> <dbid>2437</dbid> <displaynameid>19532</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity>

<movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>Projectile</flag> <flag>DestroyProjectile</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="185" name="Hero Death"> <dbid>2440</dbid> <displaynameid>19672</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>4.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="186" name="Petosuchus Beam"> <dbid>2443</dbid> <displaynameid>19456</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag>

</unit> <unit id="187" name="Earthquake CrackA"> <dbid>2444</dbid> <displaynameid>19485</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>18.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="18.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="188" name="Earthquake CrackB"> <dbid>2445</dbid> <displaynameid>19681</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>18.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="18.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="189" name="Earthquake CrackC"> <dbid>2446</dbid> <displaynameid>19487</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx>

<obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>18.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="18.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="190" name="Earthquake CrackD"> <dbid>2447</dbid> <displaynameid>19735</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>1.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>18.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="18.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="191" name="Forest Fire SFX"> <dbid>2456</dbid> <displaynameid>19513</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay>

<unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="192" name="Petosuchus projectile"> <dbid>2460</dbid> <displaynameid>18113</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <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> </unit> <unit id="193" name="Recognizer"> <dbid>2461</dbid> <displaynameid>18115</displaynameid> <footprint>Hoofprint</footprint> <initialhitpoints>200.0000</initialhitpoints> <maxhitpoints>200.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Cavalry G Hippikon icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <formationcategory>Mobile</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype>

<populationcount>2</populationcount> <cost resourcetype="Food">60.0000</cost> <cost resourcetype="Gold">90.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18114</rollovertextid> <rolloveruseagainstid>18116</rolloveruseagainstid> <buttonpos row="0" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeCavalryAndScout</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>AbstractCavalry</unittype> <unittype>HumanSoldier</unittype> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>CorpseDecays</flag> <flag>ConstrainOrientation</flag> <flag>DontRotateObstruction</flag> <flag>ShowGarrisonButton</flag> <flag>ApplyHandicapTraining</flag> <flag>NotPlayerPlaceable</flag> <command>Work</command> <action name="HandAttack">

<param name="MaximumRange" value1="0.3"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="AttackAction"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> </unit> <unit id="194" name="Manticore Barb"> <dbid>2462</dbid> <displaynameid>19521</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <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> </unit> <unit id="195" name="Arrow Splash SFX"> <dbid>2464</dbid> <displaynameid>19414</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoTieToGround</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag>

<flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="196" name="Petrobolos Shot"> <dbid>2470</dbid> <displaynameid>19458</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Splash Footprint</ballisticsplashproto> <ballisticimpactproto>Dust Small</ballisticimpactproto> <maxvelocity>20.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>Projectile</flag> <flag>NonCollideable</flag> <flag>DestroyProjectile</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="197" name="UI Town Bell Banner"> <dbid>2473</dbid> <displaynameid>19549</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonCollideable</flag> </unit> <unit id="198" name="Pestilence SFX1"> <dbid>2477</dbid> <displaynameid>19452</displaynameid> <los>0.0000</los>

<obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>HideGarrisonFlag</flag> <flag>NoUnitAI</flag> </unit> <unit id="199" name="Pestilence SFX2"> <dbid>2478</dbid> <displaynameid>19454</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NotCommandable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotDeleteable</flag> </unit> <unit id="200" name="Hero Death Revealer"> <dbid>2479</dbid> <displaynameid>18313</displaynameid> <los>6.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay>

<flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>PlaceAnywhere</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> </unit> <unit id="201" name="Testomatic"> <dbid>2480</dbid> <displaynameid>19585</displaynameid> <los>0.0000</los> </unit> <unit id="202" name="Gate Ram Destroyed"> <dbid>2485</dbid> <displaynameid>18406</displaynameid> <editornameid>20428</editornameid> <icon>Special G Hades Ram Icon 64</icon> <initialhitpoints>0.0000</initialhitpoints> <maxhitpoints>0.0000</maxhitpoints> <los>15.0000</los> <portraiticon>Special G Hades Ram Icon 64</portraiticon> <obstructionradiusx>8.5000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <unitaitype>HandCombative</unitaitype> <buildlimit>0</buildlimit> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <cost resourcetype="Wood">0.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18405</rollovertextid> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>HideFromHelp</flag> <flag>NoFadeOnDeath</flag> <flag>NoHPBar</flag> <flag>DoNotDieAtZeroHitpoints</flag>

<flag>DontFadeInOnBuild</flag> <flag>Doppled</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> </unit> <unit id="203" name="Spear Flaming"> <dbid>2490</dbid> <displaynameid>19622</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <ballisticsplashproto>Arrow Splash SFX</ballisticsplashproto> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>NoIdleActions</flag> <flag>DontRotateObstruction</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyProjectile</flag> <flag>NonCollideable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> </unit> <unit id="204" name="Destroyed Buildings Med"> <dbid>2492</dbid> <displaynameid>18537</displaynameid> <editornameid>20419</editornameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <rollovertextid>20045</rollovertextid> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>VariationLocked</flag> <flag>FlattenGround</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag>

</unit> <unit id="205" name="Destroyed Buildings Large"> <dbid>2493</dbid> <displaynameid>18538</displaynameid> <editornameid>20418</editornameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <rollovertextid>20044</rollovertextid> <unittype>EmbellishmentClass</unittype> <flag>Doppled</flag> <flag>ObscuresUnits</flag> <flag>FlattenGround</flag> <flag>VariationLocked</flag> <flag>NonAutoFormedUnit</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> </unit> <unit id="206" name="Osiris"> <dbid>2494</dbid> <displaynameid>18675</displaynameid> <footprint>Footprint Military</footprint> <icon>improvement osiris icon</icon> <maxcontained>1</maxcontained> <initialhitpoints>20000.0000</initialhitpoints> <maxhitpoints>20000.0000</maxhitpoints> <los>40.0000</los> <portraiticon>improvement osiris icon</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <birthreplacement>Hero Birth</birthreplacement> <deadreplacement>Hero Death</deadreplacement> <formationcategory>Mobile</formationcategory> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>10.5000</turnrate> <projectileprotounit>Osiris Lightning</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18674</rollovertextid> <armor damagetype="Hack" percentflag="1">0.99</armor> <armor damagetype="Pierce" percentflag="1">0.99</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype>

<unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>Hero</unittype> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>HideGarrisonFlag</flag> <contain>Relic</contain> <action name="LightningAttack"> <param name="MaximumRange" value1="25"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="5000"></param > <param <param <param <param </action> name="Damage" type="Hack" value1="5000"></param> name="ChargeAction"></param> name="AttackAction"></param> name="Damage" type="Crush" value1="5000"></param>

</unit> <unit id="207" name="SPCMeteor"> <dbid>2495</dbid> <displaynameid>19632</displaynameid> <los>20.0000</los> <obstructionradiusx>6.0000</obstructionradiusx> <obstructionradiusz>6.0000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>15.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="15.0000" duration="1.0000"></decay> <flag>AreaDamageConstant</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag>

<flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>NonCollideable</flag> <action name="HandAttack"> <param name="MaximumRange" value1="12"></param> <param name="Damage" type="Hack" value1="1000000" value2 ="6" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Crush" value1="1000000" value 2="4" options="AttackEnemy|AttackGAIAUnits"></param> <param name="AttackAction"></param> <param name="MuteDamage"></param> <param name="Damage" type="Pierce" value1="1000000" valu e2="6" options="AttackEnemy|AttackGAIAUnits"></param> </action> </unit> <unit id="208" name="Avalanche"> <dbid>2498</dbid> <displaynameid>18706</displaynameid> <initialhitpoints>1000.0000</initialhitpoints> <maxhitpoints>1000.0000</maxhitpoints> <los>1.0000</los> <obstructionradiusx>8.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <soundvariant>Crush</soundvariant> <maxvelocity>3.5000</maxvelocity> <movementtype>air</movementtype> <turnrate>1.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Passive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <armor damagetype="Hack" percentflag="1">0.99</armor> <armor damagetype="Pierce" percentflag="1">0.99</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype>

<unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Unit</unittype> <flag>NonCollideable</flag> <flag>DontRotateObstruction</flag> <flag>NoBloodOnDeath</flag> <action name="HandAttack"> <param name="MaximumRange" value1="1"></param> <param name="Damage" type="Hack" value1="75" value2="1" options="AttackGAIA|AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits|AttackGA IABuildin"></param> <param name="AttackAction"></param> <param name="Damage" type="Crush" value1="400" value2="1 " options="AttackGAIA|AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits|Attack GAIABuildin"></param> <param name="MuteDamage"></param> <param name="Rate" type="All" value1="1.0"></param> </action> </unit> <unit id="209" name="Einheriar Boost SFX"> <dbid>2500</dbid> <displaynameid>19565</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="210" name="Arrow Signal"> <dbid>2501</dbid> <displaynameid>18717</displaynameid> <editornameid>20413</editornameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx> <obstructionradiusz>0.1000</obstructionradiusz> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype>

<flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>Projectile</flag> <flag>DestroyProjectile</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="211" name="Osiris Birth"> <dbid>2502</dbid> <displaynameid>19434</displaynameid> <los>5.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <movementtype>land</movementtype> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotCommandable</flag> <flag>NonCollideable</flag> <flag>NotDeleteable</flag> <flag>NoUnitAI</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> <flag>HideGarrisonFlag</flag> <action name="Enter"> <param name="MaximumRange" value1="5"></param> </action> </unit> <unit id="212" name="Osiris Box Glow"> <dbid>2508</dbid> <displaynameid>19436</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="2.0000"></decay> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>FadeOutDuringDeathAnimation</flag>

</unit> <unit id="213" name="UI Banner Objective"> <dbid>2509</dbid> <displaynameid>19560</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> </unit> <unit id="214" name="Oak stump burnt"> <dbid>2510</dbid> <displaynameid>19422</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>RMCanRotate</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DestroyUnderBuilding</flag> <flag>DontRotateObstruction</flag> </unit> <unit id="215" name="Fire Object Big"> <dbid>2511</dbid> <displaynameid>18753</displaynameid> <editornameid>20422</editornameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag>

<flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>SelectWithObstruction</flag> <flag>PlaceAnywhere</flag> </unit> <unit id="216" name="Smoke Big"> <dbid>2512</dbid> <displaynameid>18752</displaynameid> <editornameid>21154</editornameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>PlaceAnywhere</flag> <flag>SelectWithObstruction</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoHPBar</flag> </unit> <unit id="217" name="UI Army Banner Hero"> <dbid>2513</dbid> <displaynameid>19558</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="218" name="Mummy Flies"> <dbid>2518</dbid> <displaynameid>19674</displaynameid> <los>0.0000</los> <obstructionradiusx>0.1000</obstructionradiusx>

<obstructionradiusz>0.1000</obstructionradiusz> <maxvelocity>30.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>DontRotateObstruction</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DestroyProjectile</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotPlayerPlaceable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> </unit> <unit id="219" name="Vulture"> <dbid>2519</dbid> <displaynameid>18797</displaynameid> <icon>Special E Vulture icon</icon> <initialhitpoints>20.0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints> <los>12.0000</los> <portraiticon>Special E Vulture icon 64</portraiticon> <obstructionradiusx>0.0500</obstructionradiusx> <obstructionradiusz>0.0500</obstructionradiusz> <maxvelocity>4.8000</maxvelocity> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <minimapcolor red="0.5400" blue="0.0000" green="0.3100"></minima pcolor> <heightbob period="6.0000" magnitude="2.0000"></heightbob> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>FlyingUnit</unittype> <unittype>Unit</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>DontRotateObstruction</flag> <flag>NoTieToGround</flag> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>FlyingUnit</flag> <flag>VisibleUnderFog</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag>

<flag>CorpseDecays</flag> <action name="Move"> <param name="Persistent"></param> </action> </unit> <unit id="220" name="Conversion SFX"> <dbid>2520</dbid> <displaynameid>19507</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>3.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> </unit> <unit id="221" name="UI Army Banner Naval"> <dbid>2521</dbid> <displaynameid>19553</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="222" name="Fire Hades"> <dbid>2523</dbid> <displaynameid>18835</displaynameid> <editornameid>20421</editornameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<unittype>EmbellishmentClass</unittype> <flag>PlaceAnywhere</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>VisibleUnderFog</flag> <flag>SelectWithObstruction</flag> <flag>NotSelectable</flag> </unit> <unit id="223" name="Destruction 3x3"> <dbid>2525</dbid> <displaynameid>19473</displaynameid> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <unittype>AbstractDock</unittype> <flag>TieToWaterSurface</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoHPBar</flag> <flag>Invulnerable</flag> <flag>DestroyUnderBuilding</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>SelectWithObstruction</flag> </unit> <unit id="224" name="Destruction 4x4"> <dbid>2526</dbid> <displaynameid>19559</displaynameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>DoNotShowOnMiniMap</flag>

<flag>Invulnerable</flag> <flag>NotSelectable</flag> <flag>DontFadeInOnBuild</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="225" name="Destruction 5x5"> <dbid>2527</dbid> <displaynameid>19475</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Invulnerable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>Immoveable</flag> </unit> <unit id="226" name="Destruction 8x8"> <dbid>2528</dbid> <displaynameid>19697</displaynameid> <los>0.0000</los> <obstructionradiusx>8.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Invulnerable</flag> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag> <flag>Immoveable</flag> <flag>DestroyUnderBuilding</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>Doppled</flag> <flag>Doppled</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> </unit> <unit id="227" name="Thor hammer"> <dbid>2529</dbid> <displaynameid>18896</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity>

<movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18897</rollovertextid> <unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>NotSelectable</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>VariationLocked</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="228" name="Regeneration SFX"> <dbid>2530</dbid> <displaynameid>19671</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>1.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="229" name="Poison SFX"> <dbid>2531</dbid> <displaynameid>19482</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DontFadeInOnBuild</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag>

<flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> </unit> <unit id="230" name="Taproot large"> <dbid>2532</dbid> <displaynameid>18932</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <portraiticon>Scenario Taproot Icon 64</portraiticon> <obstructionradiusx>0.7500</obstructionradiusx> <obstructionradiusz>0.7500</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> </unit> <unit id="231" name="Taproot Small"> <dbid>2533</dbid> <displaynameid>18933</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <portraiticon>Scenario Taproot Icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>0.7500</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag>

<flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="232" name="Shadow"> <dbid>2538</dbid> <displaynameid>19728</displaynameid> <los>0.0000</los> <obstructionradiusx>30.0000</obstructionradiusx> <obstructionradiusz>30.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoHPBar</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotSelectable</flag> <flag>NoUnitAI</flag> </unit> <unit id="233" name="Destruction Settlement"> <dbid>2540</dbid> <displaynameid>19477</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>1.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DontFadeInOnBuild</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Invulnerable</flag> <flag>VisibleUnderFog</flag> </unit> <unit id="234" name="Destruction 2x2"> <dbid>2542</dbid> <displaynameid>19704</displaynameid> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay>

<unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>SelectWithObstruction</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Invulnerable</flag> </unit> <unit id="235" name="Destruction 1x1"> <dbid>2543</dbid> <displaynameid>19471</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>30.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Invulnerable</flag> <flag>DestroyUnderBuilding</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>ObscuresUnits</flag> <flag>Immoveable</flag> <flag>SelectWithObstruction</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> </unit> <unit id="236" name="UI Army Banner Caravan"> <dbid>2544</dbid> <displaynameid>19577</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit>

<unit id="237" name="UI Army Banner Oxcart"> <dbid>2545</dbid> <displaynameid>19551</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <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>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</flag> </unit> <unit id="238" name="MIne Pieces"> <dbid>2552</dbid> <displaynameid>19305</displaynameid> <icon>god power underworld passage icon</icon> <los>8.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <texturepainttype>NonPassableLand</texturepainttype> <texturepaintsubtype>CliffGreekA</texturepaintsubtype> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>ForceToGaia</flag> <flag>PlaceAnywhere</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>NoUnitAI</flag> <flag>Invulnerable</flag> <flag>NoIdleActions</flag> <flag>NotCommandable</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> </unit> <unit id="239" name="Underworld Smoke"> <dbid>2553</dbid> <displaynameid>19332</displaynameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype>

<bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoHPBar</flag> </unit> <unit id="240" name="Underworld Explosion"> <dbid>2554</dbid> <displaynameid>19333</displaynameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>NoTieToGround</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoHPBar</flag> </unit> <unit id="241" name="UI Cloud Boarder"> <dbid>2555</dbid> <displaynameid>19541</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> </unit> <unit id="242" name="Blood Cinematic"> <dbid>2556</dbid> <displaynameid>19503</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx>

<obstructionradiusz>0.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <trainpoints>0.0000</trainpoints> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSearchable</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>DestroyUnderBuilding</flag> </unit> <unit id="243" name="Skeleton Giant"> <dbid>2557</dbid> <displaynameid>19679</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bounty resourcetype="Favor">0.0000</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> </unit> <unit id="244" name="Skeleton Animal"> <dbid>2558</dbid> <displaynameid>19744</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bounty resourcetype="Favor">0.0000</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor>

<decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag> </unit> <unit id="245" name="Shipwreck"> <dbid>2562</dbid> <displaynameid>19356</displaynameid> <footprint>Oar Footprint</footprint> <icon>Boat G Trireme icon</icon> <initialhitpoints>25.0000</initialhitpoints> <maxhitpoints>25.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Boat G Trireme Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>19352</rollovertextid> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>Ship</unittype> <unittype>EmbellishmentClass</unittype> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>DecalStickToWaterSurface</flag> <flag>NoFadeOnDeath</flag> <flag>NavalUnit</flag> <flag>NoBloodOnDeath</flag> <flag>ObscuredByUnits</flag> <flag>Doppled</flag> <flag>NotCommandable</flag> </unit> <unit id="246" name="Ruins"> <dbid>2563</dbid> <displaynameid>19702</displaynameid> <icon>World Column Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <portraiticon>World Column Icon 64</portraiticon> <obstructionradiusx>1.9900</obstructionradiusx> <obstructionradiusz>1.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>19357</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>ObscuresUnits</flag>

<flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> <flag>RMCanRotate</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> </unit> <unit id="247" name="Rotting Log"> <dbid>2564</dbid> <displaynameid>19764</displaynameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> </unit> <unit id="248" name="Underbrush"> <dbid>2566</dbid> <displaynameid>19767</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype>

<unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> </unit> <unit id="249" name="Grass Tall"> <dbid>2567</dbid> <displaynameid>19768</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="250" name="Rock Cliff"> <dbid>2568</dbid> <displaynameid>19769</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>NotPlayerPlaceable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag>

<flag>NotSelectable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotRotateable</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> </unit> <unit id="251" name="UI Range Indicator Egypt SFX"> <dbid>2569</dbid> <displaynameid>19809</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>HideGarrisonFlag</flag> <flag>NoUnitAI</flag> </unit> <unit id="252" name="Harpy"> <dbid>2571</dbid> <displaynameid>19821</displaynameid> <icon>World Hawk Icon 64</icon> <initialhitpoints>20.0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints> <los>12.0000</los> <portraiticon>World Hawk Icon 64</portraiticon> <obstructionradiusx>0.0500</obstructionradiusx> <obstructionradiusz>0.0500</obstructionradiusz> <maxvelocity>4.8000</maxvelocity> <movementtype>air</movementtype> <turnrate>18.0000</turnrate> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <minimapcolor red="0.5400" blue="0.0000" green="0.3100"></minima pcolor> <heightbob period="6.0000" magnitude="2.0000"></heightbob>

<unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>FlyingUnit</unittype> <unittype>Unit</unittype> <flag>NonAutoFormedUnit</flag> <flag>ForceToGaia</flag> <flag>FlyingUnit</flag> <flag>VisibleUnderFog</flag> <flag>DontRotateObstruction</flag> <flag>NoTieToGround</flag> <flag>NonCollideable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <action name="Move"> <param name="Persistent"></param> </action> </unit> <unit id="253" name="Blowing Leaves"> <dbid>2572</dbid> <displaynameid>19823</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NonCollideable</flag> </unit> <unit id="254" name="Hawksbill"> <dbid>2573</dbid> <displaynameid>19824</displaynameid> <icon>Gaia Whale icon</icon> <los>15.0000</los>

<obstructionradiusx>2.7000</obstructionradiusx> <obstructionradiusz>2.7000</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <wanderdistance>4</wanderdistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>fish</resourcesubtype> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>DontRotateObstruction</flag> <flag>DecalStickToWaterSurface</flag> <flag>NavalUnit</flag> <flag>NoHPBar</flag> <flag>NotSelectable</flag> <flag>Invulnerable</flag> <flag>DoNotShowOnMiniMap</flag> <flag>CorpseDecays</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="24"></param> </action> </unit> <unit id="255" name="Snow Drift"> <dbid>2574</dbid> <displaynameid>19842</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NonCollideable</flag> </unit> <unit id="256" name="Blood Flow">

<dbid>2576</dbid> <displaynameid>19861</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>DestroyUnderBuilding</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>NavalUnit</flag> <flag>RMCanRotate</flag> <flag>NonCollideable</flag> </unit> <unit id="257" name="Ball of Fire invisible"> <dbid>2579</dbid> <displaynameid>19907</displaynameid> <editornameid>20414</editornameid> <los>0.0000</los> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>50.0000</maxvelocity> <movementtype>air</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="0.1000"></decay> <unittype>Projectile</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>NoTieToGround</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>Projectile</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>NoIdleActions</flag>

<flag>DontRotateObstruction</flag> <flag>DestroyProjectile</flag> <flag>NotPlayerPlaceable</flag> </unit> <unit id="258" name="Splash Footprint"> <dbid>2584</dbid> <displaynameid>20065</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <lifespan>5.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>ForceToGaia</flag> <flag>TieToWaterSurface</flag> <flag>NavalUnit</flag> <flag>RMCanRotate</flag> </unit> <unit id="259" name="Lava Bubbling"> <dbid>2589</dbid> <displaynameid>20110</displaynameid> <los>0.0000</los> <obstructionradiusx>3.7500</obstructionradiusx> <obstructionradiusz>3.7500</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>VisibleUnderFog</flag> <flag>SelectWithObstruction</flag> <flag>DontSortAlphaPolys</flag> <flag>RenderAfterWater</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonCollideable</flag>

<flag>NonCollideable</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NotSelectable</flag> <flag>TieToWaterSurface</flag> <flag>ForceToGaia</flag> <flag>ForceToGaia</flag> <flag>ForceToGaia</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DoNotShowOnMiniMap</flag> <flag>PlaceAnywhere</flag> <flag>StartOnAnimationUpdate</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoUnitAI</flag> <flag>NoUnitAI</flag> <flag>NoUnitAI</flag> <flag>NavalUnit</flag> <flag>NoHPBar</flag> <flag>NoHPBar</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NoBloodOnDeath</flag> <flag>NoBloodOnDeath</flag> <flag>NotSelectable</flag> </unit> <unit id="260" name="Wood Pile 1"> <dbid>2590</dbid> <displaynameid>20118</displaynameid> <editornameid>20452</editornameid> <los>8.0000</los> <portraiticon>Wood 64</portraiticon> <obstructionradiusx>3.5000</obstructionradiusx> <obstructionradiusz>3.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="261" name="Wood Pile 2"> <dbid>2591</dbid> <displaynameid>20119</displaynameid> <editornameid>20453</editornameid> <los>8.0000</los>

<portraiticon>Wood 64</portraiticon> <obstructionradiusx>3.5000</obstructionradiusx> <obstructionradiusz>3.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="262" name="Wood Pile 3"> <dbid>2592</dbid> <displaynameid>20120</displaynameid> <editornameid>20454</editornameid> <los>8.0000</los> <portraiticon>Wood 64</portraiticon> <obstructionradiusx>3.5000</obstructionradiusx> <obstructionradiusz>3.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag> <flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> </unit> <unit id="263" name="Trident"> <dbid>2593</dbid> <displaynameid>20121</displaynameid> <los>8.0000</los> <portraiticon>Scenario Trident Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz>

<maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>20798</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>EmbellishmentClass</unittype> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>SelectWithObstruction</flag> <flag>StartOnNoUpdate</flag> <flag>DestroyUnderBuilding</flag> <flag>Invulnerable</flag> </unit> <unit id="264" name="Destruction Citadel"> <dbid>2594</dbid> <displaynameid>20122</displaynameid> <los>0.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <lifespan>1.0000</lifespan> <buildingworkrate>1.0000</buildingworkrate> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>DontFadeInOnBuild</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Invulnerable</flag> <flag>VisibleUnderFog</flag> </unit> <unit id="265" name="Forest Fire Attack"> <dbid>2598</dbid> <displaynameid>20169</displaynameid> <los>0.0000</los> <maxvelocity>0.0000</maxvelocity> <movementtype>air</movementtype> <lifespan>6.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.0100"></decay> <flag>NotPlayerPlaceable</flag> <flag>NotSelectable</flag> <flag>NotSearchable</flag> <flag>KillOnAnimLoop</flag> <flag>DoNotYawDuringMovement</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>NoHPBar</flag>

<flag>NoBloodOnDeath</flag> <action name="HandAttack"> <param name="Damage" type="Pierce" value1="4" value2="2. 0" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Damage" type="Crush" value1="40" value2="2. 0" options="AttackEnemy|AttackGAIAUnits"></param> <param name="DamageBonus" type="Tree" value1="2.0"></par am> </action> </unit> <unit id="266" name="UI Range Indicator Greek SFX"> <dbid>2599</dbid> <displaynameid>20175</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>HideGarrisonFlag</flag> <flag>NoUnitAI</flag> </unit> <unit id="267" name="UI Range Indicator Norse SFX"> <dbid>2600</dbid> <displaynameid>20176</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>HideGarrisonFlag</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag>

<flag>NotSelectable</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> </unit> <unit id="268" name="Invisible Gate"> <dbid>2601</dbid> <displaynameid>20232</displaynameid> <initialhitpoints>700.0000</initialhitpoints> <maxhitpoints>700.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Building Wall to Gate Icon 64</portraiticon> <obstructionradiusx>2.7500</obstructionradiusx> <obstructionradiusz>9.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>10.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>1</allowedage> <cost resourcetype="Gold">15.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>20231</rollovertextid> <buttonpos row="1" page="2" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.10</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <tech>Athenian Wall</tech> <tech>Citadel Wall</tech> <tech>Stone Wall</tech> <tech>Fortified Wall</tech> <flag>PlayerOwnsObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>Doppled</flag> <flag>wallBuild</flag> <flag>UseAlignedObstructionOnMinimap</flag> <flag>Invulnerable</flag> <action name="Gate"> <param name="MaximumRange" value1="2"></param>

<param name="Persistent"></param> </action> </unit> <unit id="269" name="UI Army Banner Building"> <dbid>2603</dbid> <displaynameid>20249</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <movementtype>air</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <flag>NoBloodOnDeath</flag> <flag>NotPlayerPlaceable</flag> <flag>NotSearchable</flag> <flag>NonCollideable</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> </unit> <unit id="270" name="Water decoration"> <dbid>2605</dbid> <displaynameid>20941</displaynameid> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>water</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>Immoveable</flag> <flag>ForceToGaia</flag> <flag>NotSelectable</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NoUnitAI</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>StartOnNoUpdate</flag> <flag>DestroyUnderBuilding</flag> <flag>RMCanRotate</flag> </unit> <unit id="271" name="Footprint Cavalry"> <dbid>2607</dbid> <displaynameid>20988</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz>

<movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="272" name="Footprint Animal Large"> <dbid>2608</dbid> <displaynameid>20989</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="273" name="Footprint Animal Small"> <dbid>2609</dbid> <displaynameid>20990</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag>

<flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="274" name="Footprint Siege"> <dbid>2610</dbid> <displaynameid>20991</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="275" name="Evil Cloud SFX"> <dbid>2616</dbid> <displaynameid>21095</displaynameid> <los>0.0000</los> <obstructionradiusx>0.0000</obstructionradiusx> <obstructionradiusz>0.0000</obstructionradiusz> <creationfadetime>3.0000</creationfadetime> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> </unit> <unit id="276" name="Smoke Giant"> <dbid>2618</dbid> <displaynameid>21146</displaynameid> <editornameid>21155</editornameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype>

<flag>NoHPBar</flag> <flag>TieToWaterSurface</flag> <flag>PlaceAnywhere</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> <flag>NoUnitAI</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>SelectWithObstruction</flag> <flag>Invulnerable</flag> </unit> <unit id="277" name="Crate Small"> <dbid>2620</dbid> <displaynameid>21171</displaynameid> <editornameid>21172</editornameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>21170</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>VariationLocked</flag> <flag>NoIdleActions</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>ForceToGaia</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>RMCanRotate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>NoUnitAI</flag>

<flag>NotSelectable</flag> <flag>NonAutoFormedUnit</flag> </unit> <unit id="278" name="Cinematic Wake"> <dbid>2622</dbid> <displaynameid>21221</displaynameid> <los>0.0000</los> <obstructionradiusx>1.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoHPBar</flag> <flag>NoUnitAI</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>SelectWithObstruction</flag> <flag>Invulnerable</flag> <flag>TieToWaterSurface</flag> <flag>PlaceAnywhere</flag> <flag>NotSelectable</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="279" name="Weapons"> <dbid>2623</dbid> <displaynameid>21371</displaynameid> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag>

<flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>SelectWithObstruction</flag> <flag>NotSelectable</flag> <flag>NonCollideable</flag> <flag>DestroyUnderBuilding</flag> <flag>Doppled</flag> <flag>DontFlattenGround</flag> <flag>VariationLocked</flag> </unit> <unit id="280" name="Footprint Giant"> <dbid>2626</dbid> <displaynameid>21584</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="281" name="Footprint Elephant"> <dbid>2627</dbid> <displaynameid>21585</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>StartOnAnimationUpdate</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> </unit> <unit id="282" name="Footprint Wheel"> <dbid>2628</dbid>

<displaynameid>22025</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="283" name="Footprint Hydra"> <dbid>2629</dbid> <displaynameid>22026</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="284" name="Footprint Portable Ram"> <dbid>2637</dbid> <displaynameid>22091</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag>

<flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="285" name="Footprint Scorpion"> <dbid>2638</dbid> <displaynameid>22115</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="286" name="Footprint Scarab"> <dbid>2639</dbid> <displaynameid>22116</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <movementtype>land</movementtype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>EmbellishmentClass</unittype> <flag>NoUnitAI</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NoBloodOnDeath</flag> <flag>StartOnAnimationUpdate</flag> </unit> <unit id="287" name="Savannah stump"> <dbid>2644</dbid> <displaynameid>22539</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity>

<movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <unittype>NatureClass</unittype> <flag>NoIdleActions</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NoHPBar</flag> <flag>NonAutoFormedUnit</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DestroyUnderBuilding</flag> <flag>DontRotateObstruction</flag> <flag>RMCanRotate</flag> <flag>VisibleUnderFogOnlyAfterSeen</flag> </unit> <unit id="288" name="Chicken Blood"> <dbid>2649</dbid> <displaynameid>22702</displaynameid> <los>0.0000</los> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <unitaitype>HandCombative</unitaitype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>NotSelectable</flag> <flag>NoUnitAI</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <flag>NoBloodOnDeath</flag> <flag>AreaDamageConstant</flag> <flag>PlaceAnywhere</flag> <action name="AreaAttack"> <param name="MaximumRange" value1="7.5"></param> <param name="Rate" type="Unit" value1="1.0"></param> <param name="Damage" type="Hack" value1="50" value2="6" options="AttackSelf|AttackAllies|AttackEnemy|AttackGAIAUnits"></param> <param name="Persistent"></param> <param name="AttackAction"></param> <param name="SingleUse"></param> </action> </unit> <unit id="289" name="Crab Blood"> <dbid>2650</dbid> <displaynameid>22703</displaynameid> <los>0.0000</los>

<obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <unitaitype>HandCombative</unitaitype> <lifespan>2.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NotAlive</flag> <flag>Immoveable</flag> <flag>NotSearchable</flag> <flag>NoIdleActions</flag> <flag>NonAutoFormedUnit</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>PlaceAnywhere</flag> <flag>NoBloodOnDeath</flag> <flag>AreaDamageConstant</flag> <flag>NotSelectable</flag> <flag>NoUnitAI</flag> <flag>NotCommandable</flag> <flag>NotDeleteable</flag> <action name="AreaAttack"> <param name="MaximumRange" value1="7.5"></param> <param name="Rate" type="Unit" value1="1.0"></param> <param name="Damage" type="Hack" value1="300" value2="6" options="AttackEnemy"></param> <param name="Persistent"></param> <param name="AttackAction"></param> <param name="SingleUse"></param> </action> </unit> <unit id="290" name="Arkantos Boost SFX"> <dbid>2651</dbid> <displaynameid>22721</displaynameid> <los>0.0000</los> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <creationfadetime>0.0000</creationfadetime> <movementtype>land</movementtype> <lifespan>10.0000</lifespan> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="10.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>StartOnAnimationUpdate</flag> <flag>NoBloodOnDeath</flag> <flag>NonCollideable</flag> <flag>NotSearchable</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NotSelectable</flag> <flag>NoIdleActions</flag> <flag>FadeInOnCreation</flag> <flag>NoTieToGround</flag> <flag>DontFadeInOnBuild</flag> </unit>

<unit id="291" name="Spearman"> <dbid>592</dbid> <displaynameid>16866</displaynameid> <footprint>Footprint Villager</footprint> <icon>Infantry E Spearman icon</icon> <containedattack>0.0500</containedattack> <initialhitpoints>70.0000</initialhitpoints> <maxhitpoints>70.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Infantry E Spearman Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Medium</ballisticbounceproto> <formationcategory>Body</formationcategory> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>2</populationcount> <trainpoints>9.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>2</allowedage> <cost resourcetype="Food">50.0000</cost> <cost resourcetype="Gold">20.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16495</rollovertextid> <rolloveruseagainstid>17406</rolloveruseagainstid> <rollovercounterwithid>17480</rollovercounterwithid> <rolloverupgradeatid>17487</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype>

<unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeNonGreekUnit</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>AbstractInfantry</unittype> <unittype>HumanSoldier</unittype> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>ShowGarrisonButton</flag> <flag>DontRotateObstruction</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="7"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="AbstractCavalry" value1= "1.1"></param> </action> </unit> <unit id="292" name="Axeman"> <dbid>607</dbid> <displaynameid>16867</displaynameid> <footprint>Footprint Villager</footprint> <icon>Infantry E Axeman icon</icon> <containedattack>0.0500</containedattack> <initialhitpoints>70.0000</initialhitpoints> <maxhitpoints>70.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Infantry E Axeman Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Medium</ballisticbounceproto> <formationcategory>Body</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>2</populationcount> <trainpoints>10.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Food">40.0000</cost> <cost resourcetype="Gold">30.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16496</rollovertextid> <rolloverbonusdamageid>17256</rolloverbonusdamageid>

<rolloveruseagainstid>17319</rolloveruseagainstid> <rollovercounterwithid>17545</rollovercounterwithid> <rolloverupgradeatid>17546</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.05</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>HumanSoldier</unittype> <unittype>AbstractInfantry</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>ShowGarrisonButton</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Damage" type="Hack" value1="5"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="AbstractInfantry" value1 ="4"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero Norse" value1="4"><

/param> <param name="DamageBonus" type="Hero Ragnorok" value1="4 "></param> </action> </unit> <unit id="293" name="Slinger"> <dbid>609</dbid> <displaynameid>16868</displaynameid> <footprint>Footprint Villager</footprint> <icon>Archer E Slinger Icon</icon> <containedattack>0.1000</containedattack> <initialhitpoints>65.0000</initialhitpoints> <maxhitpoints>65.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Archer E Slinger Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Medium</ballisticbounceproto> <formationcategory>Ranged</formationcategory> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <projectileprotounit>Sling Stone</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <trainpoints>14.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Wood">60.0000</cost> <cost resourcetype="Gold">24.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16498</rollovertextid> <rolloverbonusdamageid>17310</rolloverbonusdamageid> <rolloveruseagainstid>17405</rolloveruseagainstid> <rollovercounterwithid>17455</rollovercounterwithid> <rolloverupgradeatid>17456</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.15</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype>

<unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeNonGreekUnit</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>AbstractArcher</unittype> <unittype>HumanSoldier</unittype> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>ShowGarrisonButton</flag> <flag>DontRotateObstruction</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="16"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Accuracy" value1="0.8"></param> <param name="Damage" type="Pierce" value1="3"></param> <param name="DamageBonus" type="AbstractArcher" value1=" 4"></param> <param <param <param <param <param ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param name="AimBonus" value1="15"></param> <param name="DamageBonus" type="Throwing Axeman" value1= "3.0"></param> <param name="DamageBonus" type="Hypaspist" value1="1.25" ></param> <param name="DamageBonus" type="Axeman" value1="1.25"></ param> <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> </unit> <unit id="294" name="Raiding Cavalry"> <dbid>610</dbid> <displaynameid>19696</displaynameid> <footprint>Hoofprint</footprint> <icon>cavalry N raiding cavalry icon</icon> <initialhitpoints>105.0000</initialhitpoints> name="AttackAction"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="TrackRating" value1="5.0"></param> name="UnintentionalDamageMultiplier" value1="0.3"

<maxhitpoints>105.0000</maxhitpoints> <los>8.0000</los> <portraiticon>Cavalry N Raiding Cavalry Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>2</populationcount> <trainpoints>15.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Food">40.0000</cost> <cost resourcetype="Gold">50.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16499</rollovertextid> <rolloveruseagainstid>17390</rolloveruseagainstid> <rollovercounterwithid>17451</rollovercounterwithid> <rolloverupgradeatid>17452</rolloverupgradeatid> <buttonpos row="0" column="3"></buttonpos> <armor damagetype="Hack" percentflag="1">0.15</armor> <armor damagetype="Pierce" percentflag="1">0.35</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeCavalryAndScout</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeNonGreekUnit</unittype> <unittype>LogicalTypeOdinRegenerates</unittype>

<unittype>LogicalTypeIdleMilitary</unittype> <unittype>HumanSoldier</unittype> <unittype>AbstractCavalry</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>DontRotateObstruction</flag> <flag>ConstrainOrientation</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>OrientUnitWithGround</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="AbstractArcher" value1=" 1.25"></param> <param name="DamageBonus" type="Throwing Axeman" value1= "1.75"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> </unit> <unit id="295" name="Camelry"> <dbid>611</dbid> <displaynameid>16869</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Cavalry E Camelry icon</icon> <initialhitpoints>125.0000</initialhitpoints> <maxhitpoints>125.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Cavalry E Camelry Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <formationcategory>Mobile</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>3</populationcount> <trainpoints>9.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Food">50.0000</cost> <cost resourcetype="Gold">70.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16500</rollovertextid> <rolloverbonusdamageid>17258</rolloverbonusdamageid> <rolloveruseagainstid>17323</rolloveruseagainstid> <rollovercounterwithid>17481</rollovercounterwithid>

<rolloverupgradeatid>17483</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.15</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeCavalryAndScout</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeNonGreekUnit</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>AbstractCavalry</unittype> <unittype>HumanSoldier</unittype> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>ConstrainOrientation</flag> <flag>DontRotateObstruction</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="AbstractCavalry" value1= "1.75"></param> </action>

</unit> <unit id="296" name="Dwarf"> <dbid>612</dbid> <displaynameid>18567</displaynameid> <footprint>Footprint Villager</footprint> <icon>Villager N Dwarf icon</icon> <containedattack>0.0300</containedattack> <initialhitpoints>75.0000</initialhitpoints> <maxhitpoints>75.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Villager N Dwarf Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Medium</ballisticbounceproto> <formationcategory>Protected</formationcategory> <maxvelocity>3.8000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <projectileprotounit>Arrow</projectileprotounit> <unitaitype>Civilian</unitaitype> <populationcount>1</populationcount> <trainpoints>16.0000</trainpoints> <buildlimit>40</buildlimit> <allowedage>1</allowedage> <cost resourcetype="Gold">70.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Gold">10.0000</carrycapacity> <carrycapacity resourcetype="Food">15.0000</carrycapacity> <carrycapacity resourcetype="Wood">10.0000</carrycapacity> <rollovertextid>16501</rollovertextid> <rolloverupgradeatid>17626</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.25</armor> <armor damagetype="Pierce" percentflag="1">0.35</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeIdleCivilian</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidLocustSwarmTarget</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeMeanPredatorsAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeScoutsRespondToAttack</unittype> <unittype>LogicalTypeAffectedByTownBell</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype>

<unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypePredatorsAutoAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>AbstractVillager</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Economic</unittype> <train row="0" page="1" column="0">Farm</train> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>ShowGarrisonButton</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <command>Work</command> <action name="Build"> <param name="Rate" type="Taproot" value1="1.0"></param> <param name="Rate" type="Farm" value1="1.0"></param> </action> <action name="Gather"> <param name="MaximumRange" value1="0.5"></param> <param name="Rate" type="Wood" value1="0.80"></param> <param name="Rate" type="Farm" value1="0.53"></param> <param name="Rate" type="Huntable" value1="0.68"></param > <param name="Rate" type="Herdable" value1="0.58"></param > <param name="Rate" type="WildCrops" value1="0.58"></para m> <param name="Rate" type="Gold" value1="1.09"></param> </action> <action name="Hunting"> <param name="MaximumRange" value1="12.0"></param> <param name="TypedRange" type="Wood" value1="0.1"></para m> <param name="TypedRange" type="Herdable" value1="0.0"></ param> <param name="TypedRange" type="Chicken" value1="0.0"></p aram> </action> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Tower" value1="2.5"></pa ram> </action> <action name="RangedAttack"> <param name="MaximumRange" value1="12.0"></param> <param name="Damage" type="Pierce" value1="6"></param> <param name="Rate" type="Huntable" value1="1.0"></param> <param name="AttackAction"></param> <param name="Accuracy" value1="1.0"></param> <param name="MaxSpread" value1="5.0"></param>

<param name="SpreadFactor" value1="0.5"></param> <param name="TrackRating" value1="5.0"></param> <param name="UnintentionalDamageMultiplier" value1="0.3" ></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="AimBonus" value1="80.0"></param> </action> </unit> <unit id="297" name="Barracks"> <dbid>622</dbid> <displaynameid>19677</displaynameid> <icon>icon building barracks</icon> <maxcontained>5</maxcontained> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Barracks Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 4x4</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <buildpoints>35.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>2</allowedage> <cost resourcetype="Gold">75.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16502</rollovertextid> <rollovercounterwithid>17674</rollovercounterwithid> <rolloverupgradeatid>17717</rolloverupgradeatid> <buttonpos row="0" page="2" column="0"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <allowedculture>Egyptian</allowedculture> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsThatTrainMilitary</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype>

<unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>Age2Building</unittype> <unittype>Building</unittype> <unittype>BuildingClass</unittype> <unittype>MilitaryBuilding</unittype> <unittype>AbstractBarracks</unittype> <unittype>AbstractArcheryRange</unittype> <unittype>ConvertableBuilding</unittype> <train row="0" column="0">Spearman</train> <train row="0" column="1">Axeman</train> <train row="0" column="2">Slinger</train> <tech row="2" page="1" column="1">Axe of Vengeance</tech> <tech row="2" page="1" column="4">Spear on the Horizon</tech> <tech row="1" page="1" column="1">Medium Axemen</tech> <tech row="1" page="1" column="2">Medium Slingers</tech> <tech row="1" page="1" column="0">Medium Spearmen</tech> <tech row="1" page="1" column="2">Champion Slingers</tech> <tech row="1" page="1" column="2">Heavy Slingers</tech> <tech row="1" page="1" column="0">Heavy Spearmen</tech> <tech row="1" page="1" column="3">Conscript Barracks Soldiers</t ech> <tech row="1" page="1" column="1">Heavy Axemen</tech> <tech row="2" page="1" column="3">Greatest of Fifty</tech> <tech row="2" page="1" column="0">Serpent Spear</tech> <tech row="2" page="1" column="2">Slings of the Sun</tech> <tech row="1" page="1" column="3">Levy Barracks Soldiers</tech> <tech row="1" page="1" column="0">Champion Spearmen</tech> <tech row="1" page="1" column="1">Champion Axemen</tech> <flag>SelectWithObstruction</flag> <flag>ObscuresUnits</flag> <flag>HasGatherPoint</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Doppled</flag> <flag>InitialGarrisonOnly</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="298" name="Dock"> <dbid>623</dbid> <displaynameid>16870</displaynameid> <icon>icon building dock</icon> <maxcontained>10</maxcontained> <initialhitpoints>1600.0000</initialhitpoints> <maxhitpoints>1600.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Building Dock Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 3x3</deadreplacement> <maxvelocity>0.0000</maxvelocity> <buildpoints>30.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>100.0000</allowedheightvariance> <allowedage>1</allowedage>

<partisantype>Militia</partisantype> <partisancount>2</partisancount> <cost resourcetype="Wood">125.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <carrycapacity resourcetype="Food">50.0000</carrycapacity> <rollovertextid>16503</rollovertextid> <rollovercounterwithid>17677</rollovercounterwithid> <rolloverupgradeatid>17720</rolloverupgradeatid> <buttonpos row="1" page="1" column="0"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.20</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>ConvertableBuilding</unittype> <unittype>SharedBuilding</unittype> <unittype>Age1Building</unittype> <unittype>BuildingClass</unittype> <unittype>AbstractDock</unittype> <unittype>FoodDropsite</unittype> <unittype>Building</unittype> <unittype>Dropsite</unittype> <train row="0" page="1" column="0">Fishing Ship Egyptian</train> <train row="0" page="1" column="0">Fishing Ship Greek</train> <train row="0" page="1" column="0">Fishing Ship Norse</train> <train row="0" page="1" column="1">Transport Ship Greek</train> <train row="0" page="1" column="1">Transport Ship Egyptian</trai n> <train <train <train <train <train <train <train <train <train <train <train <train <train row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" row="0" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" page="1" column="2">Trireme</train> column="2">Kebenit</train> column="2">Longboat</train> column="3">Ramming Ship Egyptian</train> column="3">Ramming Ship Norse</train> column="3">Ramming Ship Greek</train> column="4">Siege Ship Egyptian</train> column="4">Siege Ship Norse</train> column="4">Siege Ship Greek</train> column="1">Transport Ship Norse</train> column="6">Hero Greek Argo</train> column="5">Kraken</train> column="5">Scylla</train>

<train row="0" page="1" column="5">Leviathan</train> <train row="0" page="1" column="6">Sea Turtle</train> <train row="0" page="1" column="6">Jormund Elver</train> <train row="0" page="1" column="6">Carcinos</train> <tech row="1" page="1" column="0">Salt Amphora</tech> <tech row="2" page="1" column="3">Anastrophe</tech> <tech row="2" page="1" column="2">Funeral Barge</tech> <tech row="2" page="1" column="4">Stones of Red Linen</tech> <tech row="1" page="1" column="0">Purse Seine</tech> <tech row="1" page="1" column="4">Naval Oxybeles</tech> <tech row="1" page="1" column="5">Conscript Sailors</tech> <tech row="2" page="1" column="2">Long Serpent</tech> <tech row="2" page="1" column="2">Trierarch</tech> <tech row="1" page="1" column="3">Reinforced Hull</tech> <tech row="2" page="1" column="3">Arctic Winds</tech> <tech row="2" page="1" column="4">Arctic Gale</tech> <tech row="2" page="1" column="5">Wrath Of The Deep</tech> <tech row="1" page="1" column="2">Cladding</tech> <tech row="1" page="1" column="1">Enclosed Deck</tech> <flag>TieToWaterSurface</flag> <flag>PaintTextureWhenPlacing</flag> <flag>DontFadeInOnBuild</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>HasGatherPoint</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>DontFlattenGround</flag> <flag>SnapPlacement</flag> <flag>ObscuresUnits</flag> <flag>SelectWithObstruction</flag> <flag>Tracked</flag> <contain>Fishing Ship Norse</contain> <contain>Fishing Ship Greek</contain> <contain>Fishing Ship Egyptian</contain> </unit> <unit id="299" name="Farm"> <dbid>624</dbid> <displaynameid>16871</displaynameid> <icon>Icon Building Farm</icon> <initialhitpoints>150.0000</initialhitpoints> <maxhitpoints>150.0000</maxhitpoints> <los>6.0000</los> <portraiticon>Icon Building Farm 64</portraiticon> <obstructionradiusx>3.0000</obstructionradiusx> <obstructionradiusz>3.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>10.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>10000.0000</allowedheightvariance> <allowedage>2</allowedage> <cost resourcetype="Wood">75.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">1.0000</bounty> <initialresource resourcetype="Food">1000.0000</initialresource> <resourcesubtype>grain</resourcesubtype> <rollovertextid>16504</rollovertextid>

<buttonpos row="0" page="1" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeValidLocustSwarmTarget</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Resource</unittype> <unittype>Building</unittype> <unittype>AbstractFarm</unittype> <unittype>Food</unittype> <unittype>BuildingClass</unittype> <flag>SelectWithObstruction</flag> <flag>DontFlattenGround</flag> <flag>DieAtZeroResources</flag> <flag>DoNotValidateResourceInventory</flag> <flag>DontFadeInOnBuild</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonSolid</flag> <flag>Doppled</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>UnlimitedSupply</flag> <flag>CollidesWithProjectiles</flag> <flag>SingleGatherer</flag> <flag>NoIdleActions</flag> <flag>Tracked</flag> </unit> <unit id="300" name="Granary"> <dbid>625</dbid> <displaynameid>19644</displaynameid> <icon>icon building granary</icon> <initialhitpoints>400.0000</initialhitpoints> <maxhitpoints>400.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Granary Icon 64</portraiticon> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <deadreplacement>Destruction 2x2</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>15.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>1</allowedage> <partisantype>Militia</partisantype> <partisancount>2</partisancount> <cost resourcetype="Wood">50.0000</cost> <bounty resourcetype="Favor">2.1600</bounty>

<bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <carrycapacity resourcetype="Food">30.0000</carrycapacity> <rollovertextid>16505</rollovertextid> <rollovercounterwithid>17681</rollovercounterwithid> <rolloverupgradeatid>17725</rolloverupgradeatid> <buttonpos row="0" page="1" column="0"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>FoodDropsite</unittype> <unittype>Age1Building</unittype> <unittype>Building</unittype> <unittype>Dropsite</unittype> <unittype>ConvertableBuilding</unittype> <unittype>EarlyFoodDropsite</unittype> <tech row="0" page="1" column="1">Irrigation</tech> <tech row="0" page="1" column="1">Plow</tech> <tech row="0" page="1" column="0">Husbandry</tech> <tech row="0" page="1" column="2">Hunting Dogs</tech> <tech row="1" page="1" column="0">Flood of the Nile</tech> <tech row="1" page="1" column="1">Sacred Cats</tech> <tech row="0" page="1" column="1">Flood Control</tech> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>PaintTextureWhenPlacing</flag> <flag>StartsAtFullEfficiency</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>Doppled</flag> <flag>SelectWithObstruction</flag> <flag>Tracked</flag> </unit> <unit id="301" name="Armory"> <dbid>626</dbid> <displaynameid>17952</displaynameid> <icon>icon building armory</icon> <initialhitpoints>1200.0000</initialhitpoints>

<maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Armory Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 4x4</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <buildpoints>40.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>2</allowedage> <partisantype>Militia</partisantype> <partisancount>4</partisancount> <cost resourcetype="Wood">150.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16506</rollovertextid> <rollovercounterwithid>17673</rollovercounterwithid> <rolloverupgradeatid>17716</rolloverupgradeatid> <buttonpos row="1" page="1" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>ConvertableBuilding</unittype> <unittype>Building</unittype> <unittype>Age2Building</unittype> <unittype>BuildingClass</unittype> <unittype>AbstractArmory</unittype> <tech row="0" page="1" column="3">Burning Pitch</tech> <tech row="1" page="1" column="4">Forge of Olympus</tech> <tech row="1" page="1" column="0">Sarissa</tech> <tech row="2" page="1" column="3">Shafts of Plague</tech> <tech row="1" page="1" column="3">Electrum Bullets</tech> <tech row="1" page="1" column="0">Scalloped Axe</tech> <tech row="1" page="1" column="2">Leather Frame Shield</tech> <tech row="2" page="1" column="0">Deimos Sword of Dread</tech> <tech row="1" page="1" column="2">Aegis Shield</tech> <tech row="1" page="1" column="1">Mithril Breastplate</tech> <tech row="1" page="1" column="4">Bone Bow</tech> <tech row="0" page="1" column="1">Copper Mail</tech>

<tech row="0" page="1" column="1">Bronze Mail</tech> <tech row="0" page="1" column="1">Iron Mail</tech> <tech row="0" page="1" column="2">Copper Shields</tech> <tech row="0" page="1" column="2">Bronze Shields</tech> <tech row="0" page="1" column="2">Iron Shields</tech> <tech row="0" page="1" column="0">Copper Weapons</tech> <tech row="0" page="1" column="0">Bronze Weapons</tech> <tech row="0" page="1" column="0">Iron Weapons</tech> <tech row="1" page="1" column="3">Enyos Bow of Horror</tech> <tech row="1" page="1" column="0">Phobos Spear of Panic</tech> <tech row="1" page="1" column="3">Sun Ray</tech> <tech row="2" page="1" column="3">Slings of the Sun</tech> <tech row="1" page="1" column="5">Weapon of the Titans</tech> <flag>SelectWithObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>Doppled</flag> <flag>PaintTextureWhenPlacing</flag> <flag>FlattenGround</flag> <flag>NoIdleActions</flag> <flag>Tracked</flag> </unit> <unit id="302" name="Gate"> <dbid>628</dbid> <displaynameid>19608</displaynameid> <icon>Building Wall to Gate Icon</icon> <initialhitpoints>500.0000</initialhitpoints> <maxhitpoints>500.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Building Wall to Gate Icon 64</portraiticon> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>10.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>1</allowedage> <cost resourcetype="Gold">15.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16507</rollovertextid> <rollovercounterwithid>17680</rollovercounterwithid> <rolloverupgradeatid>17724</rolloverupgradeatid> <buttonpos row="1" page="2" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype>

<unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>AbstractWall</unittype> <unittype>Building</unittype> <unittype>BuildingClass</unittype> <tech row="1" page="1" column="1">Athenian Wall</tech> <tech row="0" page="1" column="1">Citadel Wall</tech> <tech row="0" page="1" column="1">Stone Wall</tech> <tech row="0" page="1" column="1">Fortified Wall</tech> <flag>PaintTextureWhenPlacing</flag> <flag>UseAlignedObstructionOnMinimap</flag> <flag>Doppled</flag> <flag>PlayerOwnsObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>SelectWithObstruction</flag> <flag>wallBuild</flag> <flag>Tracked</flag> <action name="Gate"> <param name="MaximumRange" value1="2"></param> <param name="Persistent"></param> </action> </unit> <unit id="303" name="Market"> <dbid>630</dbid> <displaynameid>19694</displaynameid> <icon>Icon Building Market</icon> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Market Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 4x4</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>40.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>3</allowedage> <partisantype>Militia</partisantype> <partisancount>4</partisancount> <cost resourcetype="Wood">300.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <carrycapacity resourcetype="Gold">1.0000</carrycapacity> <rollovertextid>16508</rollovertextid> <rollovercounterwithid>17687</rollovercounterwithid> <rolloverupgradeatid>17731</rolloverupgradeatid> <buttonpos row="1" page="1" column="2"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor>

<armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>Building</unittype> <unittype>ConvertableBuilding</unittype> <unittype>TradeableFrom</unittype> <unittype>SharedBuilding</unittype> <unittype>Age3Building</unittype> <train row="2" page="1" column="0">Caravan Greek</train> <train row="2" page="1" column="0">Caravan Egyptian</train> <train row="2" page="1" column="0">Caravan Norse</train> <tech row="2" page="1" column="3">Coinage</tech> <tech row="2" page="1" column="1">Ambassadors</tech> <tech row="2" page="1" column="2">Tax Collectors</tech> <flag>SelectWithObstruction</flag> <flag>marketAbility</flag> <flag>HasGatherPoint</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="304" name="Stable"> <dbid>631</dbid> <displaynameid>19592</displaynameid> <icon>icon building stable</icon> <maxcontained>5</maxcontained> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Stable Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 4x4</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype>

<buildpoints>25.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>2</allowedage> <partisantype>Militia</partisantype> <partisancount>2</partisancount> <cost resourcetype="Wood">100.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16492</rollovertextid> <rollovercounterwithid>17700</rollovercounterwithid> <rolloverupgradeatid>17744</rolloverupgradeatid> <buttonpos row="0" page="2" column="2"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <allowedculture>Greek</allowedculture> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsThatTrainMilitary</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>Age2Building</unittype> <unittype>AbstractStable</unittype> <unittype>ConvertableBuilding</unittype> <unittype>Building</unittype> <unittype>BuildingClass</unittype> <unittype>MilitaryBuilding</unittype> <train row="0" page="1" column="0">Hippikon</train> <train row="0" page="1" column="1">Prodromos</train> <tech row="1" page="1" column="0">Medium Cavalry</tech> <tech row="1" page="1" column="0">Heavy Cavalry</tech> <tech row="1" page="1" column="0">Champion Cavalry</tech> <tech row="1" page="1" column="1">Levy Cavalry</tech> <tech row="1" page="1" column="1">Conscript Cavalry</tech> <tech row="2" page="1" column="2">Thracian Horses</tech> <tech row="2" page="1" column="0">Lord of Horses</tech> <tech row="2" page="1" column="1">Spirited Charge</tech> <flag>FlattenGround</flag> <flag>NoIdleActions</flag> <flag>PaintTextureWhenPlacing</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag>

<flag>DontFadeInOnBuild</flag> <flag>HasGatherPoint</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>InitialGarrisonOnly</flag> <flag>ObscuresUnits</flag> <flag>SelectWithObstruction</flag> <flag>Tracked</flag> </unit> <unit id="305" name="Fortress"> <dbid>635</dbid> <displaynameid>19684</displaynameid> <icon>icon building greek fortress</icon> <maxcontained>10</maxcontained> <initialhitpoints>2100.0000</initialhitpoints> <maxhitpoints>2100.0000</maxhitpoints> <los>30.0000</los> <portraiticon>icon building greek fortress 64</portraiticon> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <soundvariant>Pierce</soundvariant> <deadreplacement>Destruction 5x5</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <projectileprotounit>Arrow</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <buildpoints>110.0000</buildpoints> <buildlimit>12</buildlimit> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>3</allowedage> <partisantype>Militia</partisantype> <partisancount>6</partisancount> <cost resourcetype="Wood">300.0000</cost> <cost resourcetype="Gold">300.0000</cost> <cost resourcetype="Favor">10.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16493</rollovertextid> <rollovercounterwithid>17679</rollovercounterwithid> <rolloverupgradeatid>17723</rolloverupgradeatid> <buttonpos row="1" page="2" column="2"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsThatTrainMilitary</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype>

<unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>MilitaryBuilding</unittype> <unittype>BuildingClass</unittype> <unittype>Age3Building</unittype> <unittype>Building</unittype> <unittype>AbstractFortress</unittype> <unittype>BuildingsThatShoot</unittype> <train row="0" page="1" column="2">Hero Greek Achilles</train> <train row="0" page="1" column="1">Hero Greek Chiron</train> <train row="0" page="1" column="4">Petrobolos</train> <train row="0" page="1" column="6">Hetairoi</train> <train row="0" page="1" column="6">Myrmidon</train> <train row="0" page="1" column="5">Helepolis</train> <train row="0" page="1" column="0">Hero Greek Ajax</train> <train row="0" page="1" column="2">Hero Greek Atalanta</train> <train row="0" page="1" column="3">Hero Greek Bellerophon</train > <train row="0" page="1" column="2">Hero Greek Heracles</train> <train row="0" page="1" column="1">Hero Greek Hippolyta</train> <train row="0" page="1" column="0">Hero Greek Jason</train> <train row="0" page="1" column="1">Hero Greek Odysseus</train> <train row="0" page="1" column="3">Hero Greek Perseus</train> <train row="0" page="1" column="3">Hero Greek Polyphemus</train> <train row="0" page="1" column="0">Hero Greek Theseus</train> <train row="0" page="1" column="6">Crossbowman</train> <tech row="1" page="1" column="5">Engineers</tech> <tech row="1" page="1" column="4">Draft Horses</tech> <tech row="2" page="1" column="0">Olympic Parentage</tech> <flag>SelectWithObstruction</flag> <flag>Doppled</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>GarrisonBonus</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>HasGatherPoint</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>StartsAtFullEfficiency</flag> <flag>PaintTextureWhenPlacing</flag> <flag>FlattenGround</flag> <flag>BattleMusicTrigger</flag> <flag>Tracked</flag> <contain>Scout</contain> <contain>Ox Cart</contain> <contain>Caravan Greek</contain> <contain>Caravan Norse</contain> <contain>Caravan Egyptian</contain> <contain>AbstractCavalry</contain> <contain>Hero</contain> <contain>AbstractInfantry</contain> <contain>AbstractArcher</contain>

<contain>AbstractVillager</contain> <action name="HandAttack"> <param name="MaximumRange" value1="4.0"></param> <param name="Damage" type="Pierce" value1="14"></param> <param name="Inactive"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Ship" value1="3"></param > </action> <action name="RangedAttack"> <param name="MinimumRange" value1="4"></param> <param name="MaximumRange" value1="20"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="17"></param> <param name="Accuracy" value1="0.9"></param> <param name="AttackAction"></param> <param name="MaxSpread" value1="5.0"></param> <param name="SpreadFactor" value1="0.1"></param> <param name="TrackRating" value1="5.0"></param> <param name="UnintentionalDamageMultiplier" value1="0.5" ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param <param <param <param > <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> <action name="Enter"> <param name="MaximumRange" value1="10"></param> </action> </unit> <unit id="306" name="Monument"> <dbid>646</dbid> <displaynameid>18066</displaynameid> <icon>Building Monument One Icon</icon> <initialhitpoints>450.0000</initialhitpoints> <maxhitpoints>450.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Monument One Icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <deadreplacement>Destruction 1x1</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>20.0000</buildpoints> <buildlimit>1</buildlimit> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>1</allowedage> <cost resourcetype="Food">50.0000</cost> <cost resourcetype="Gold">50.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16494</rollovertextid> name="AimBonus" value1="15"></param> name="VolleyMode"></param> name="NumberProjectiles" value1="3.0"></param> name="DamageBonus" type="Ship" value1="5"></param

<rollovercounterwithid>17689</rollovercounterwithid> <rolloverupgradeatid>17733</rolloverupgradeatid> <buttonpos row="1" page="1" column="3"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <allowedculture>Egyptian</allowedculture> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>AbstractMonument</unittype> <unittype>BuildingClass</unittype> <unittype>Building</unittype> <flag>FlattenGround</flag> <flag>PaintTextureWhenPlacing</flag> <flag>GodPowerExclusion</flag> <flag>NoBloodOnDeath</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>Doppled</flag> <flag>NonAutoFormedUnit</flag> <flag>SelectWithObstruction</flag> <flag>Tracked</flag> <action name="AutoGather"> <param name="Rate" type="Favor" value1="0.097"></param> <param name="Persistent"></param> </action> </unit> <unit id="307" name="Siege Camp"> <dbid>647</dbid> <displaynameid>18109</displaynameid> <icon>Icon Building Siege Camp</icon> <maxcontained>5</maxcontained> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Siege Workshop Icon 64</portraiticon> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <deadreplacement>Destruction 5x5</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>50.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate>

<allowedheightvariance>4.0000</allowedheightvariance> <allowedage>3</allowedage> <cost resourcetype="Gold">25.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16490</rollovertextid> <rollovercounterwithid>17699</rollovercounterwithid> <rolloverupgradeatid>17743</rolloverupgradeatid> <buttonpos row="0" page="2" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsThatTrainMilitary</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>Building</unittype> <unittype>BuildingClass</unittype> <unittype>MilitaryBuilding</unittype> <unittype>ConvertableBuilding</unittype> <unittype>Age3Building</unittype> <train row="0" page="1" column="0">Siege Tower</train> <train row="0" page="1" column="1">Catapult</train> <tech row="1" page="1" column="0">Draft Horses</tech> <tech row="1" page="1" column="1">Engineers</tech> <tech row="2" page="1" column="1">Stones of Red Linen</tech> <tech row="2" page="1" column="0">Ram of the West Wind</tech> <flag>SelectWithObstruction</flag> <flag>NoBloodOnDeath</flag> <flag>InitialGarrisonOnly</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>HasGatherPoint</flag> <flag>Immoveable</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag> <flag>FlattenGround</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>Tracked</flag> </unit> <unit id="308" name="Wonder">

<dbid>648</dbid> <displaynameid>19665</displaynameid> <icon>Icon Building Wonder</icon> <initialhitpoints>9999.0000</initialhitpoints> <maxhitpoints>9999.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Wonder Icon 64</portraiticon> <obstructionradiusx>8.0000</obstructionradiusx> <obstructionradiusz>8.0000</obstructionradiusz> <deadreplacement>Destruction 8x8</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>1800.0000</buildpoints> <buildlimit>1</buildlimit> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>4</allowedage> <partisantype>Militia</partisantype> <partisancount>10</partisancount> <cost resourcetype="Food">1000.0000</cost> <cost resourcetype="Wood">1000.0000</cost> <cost resourcetype="Gold">1000.0000</cost> <cost resourcetype="Favor">50.0000</cost> <bounty resourcetype="Favor">100.0000</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">1000.0000</bounty> <rollovertextid>16491</rollovertextid> <rollovercounterwithid>17712</rollovercounterwithid> <rolloverupgradeatid>17756</rolloverupgradeatid> <buttonpos row="2" page="1" column="3"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>Building</unittype> <flag>PaintTextureWhenPlacing</flag> <flag>FlattenGround</flag> <flag>BattleMusicTrigger</flag> <flag>AnnounceDestruction</flag> <flag>HideCostFromDetailHelp</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag>

<flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>SelectWithObstruction</flag> <flag>VisibleUnderFog</flag> <flag>AnnounceFoundationStarted</flag> <flag>FlareOnFullyBuilt</flag> <flag>VictoryBuilding</flag> <flag>DontFadeInOnBuild</flag> <flag>Tracked</flag> </unit> <unit id="309" name="Cyclops"> <dbid>650</dbid> <displaynameid>19469</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Special G Cyclops icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special G Cyclops Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.2000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>20.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>2</allowedage> <cost resourcetype="Food">250.0000</cost> <cost resourcetype="Favor">22.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16489</rollovertextid> <rolloverbonusdamageid>17264</rolloverbonusdamageid> <rolloveruseagainstid>17333</rolloveruseagainstid> <rollovercounterwithid>17521</rollovercounterwithid> <rolloverupgradeatid>17502</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype>

<unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitInfantry</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>CannotAttackDisabledUnits</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="15"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Crush" value1="12"></param> <param name="DamageBonus" type="MythUnit" value1="3.0">< /param> <param name="AttackAction"></param> </action> <action name="Throw"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="AttackAction"></param> <param name="ChargeAction"></param> <param name="Damage" type="Hack" value1="30" value2="10" options="AttackEnemy|AttackGAIAUnits"></param> <param name="NoWorkOnFrozenUnits"></param> <param name="NoWorkOnStoneUnits"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> </action> </unit> <unit id="310" name="Goat"> <dbid>656</dbid> <displaynameid>19569</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Animal Goat icon</icon> <initialhitpoints>20.0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints>

<los>3.0000</los> <portraiticon>Animal Goat icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <idletimeout>3.0000</idletimeout> <maxvelocity>2.5000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>HerdAnimal</unitaitype> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Food">300.0000</carrycapacity> <initialresource resourcetype="Food">50.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16487</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.0</armor> <armor damagetype="Pierce" percentflag="1">0.10</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Herdable</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Food</unittype> <unittype>Resource</unittype> <unittype>Unit</unittype> <unittype>HuntedResource</unittype> <flag>NotDeleteable</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFogIfGaia</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>DontRotateObstruction</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>ColorTransformNonGaia</flag> <flag>CorpseDecays</flag> <flag>RMCanRotate</flag> <flag>Tracked</flag> <action name="AutoConvert"> <param name="MaximumRange" value1="12"></param> <param name="Persistent"></param>

</action> <action name="AutoGather"> <param name="Rate" type="Food" value1="0.25"></param> <param name="AddResourcesFasterWhenOwned"></param> <param name="AddResourcesToInventory"></param> <param name="Persistent"></param> </action> </unit> <unit id="311" name="Wolf"> <dbid>659</dbid> <displaynameid>19612</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Wolf icon</icon> <initialhitpoints>45.0000</initialhitpoints> <maxhitpoints>45.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Animal Wolf icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>15.0000</turnrate> <wanderdistance>4</wanderdistance> <unitaitype>Predator</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">100.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16488</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>LogicalTypeDangerousAnimals</unittype>

<unittype>Huntable</unittype> <unittype>AnimalPredator</unittype> <unittype>Unit</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>Food</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag> <flag>CorpseDecays</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>ColorTransformNonGaia</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotValidateResourceInventory</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="312" name="Pine"> <dbid>666</dbid> <displaynameid>19466</displaynameid> <icon>Icon pine tree</icon> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <portraiticon>Icon Pine Tree 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <soundvariant>Hack</soundvariant> <deadreplacement>Pine Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Wood">150.0000</initialresource> <resourcesubtype>Wood</resourcesubtype> <rollovertextid>16509</rollovertextid> <texturepainttype>Forest</texturepainttype> <texturepaintsubtype>Forestfloor</texturepaintsubtype> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.01</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.01</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Nature</unittype>

<unittype>NatureClass</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>DoNotShowOnMiniMap</flag> <flag>DoppleOnlyWhenDead</flag> <flag>NoIdleActions</flag> <flag>RMCanRotate</flag> <flag>Tracked</flag> </unit> <unit id="313" name="Storehouse"> <dbid>690</dbid> <displaynameid>19575</displaynameid> <icon>Icon Building Storehouse</icon> <initialhitpoints>400.0000</initialhitpoints> <maxhitpoints>400.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Storehouse Icon 64</portraiticon> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>2.0000</obstructionradiusz> <deadreplacement>Destruction 2x2</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>15.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>1</allowedage> <partisantype>Militia</partisantype> <partisancount>2</partisancount> <cost resourcetype="Wood">50.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <carrycapacity resourcetype="Gold">30.0000</carrycapacity> <carrycapacity resourcetype="Wood">30.0000</carrycapacity> <rollovertextid>16510</rollovertextid> <rollovercounterwithid>17701</rollovercounterwithid> <rolloverupgradeatid>17745</rolloverupgradeatid> <buttonpos row="0" page="1" column="2"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype>

<unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>GoldDropsite</unittype> <unittype>WoodDropsite</unittype> <unittype>Age1Building</unittype> <unittype>Dropsite</unittype> <unittype>Building</unittype> <unittype>ConvertableBuilding</unittype> <unittype>EarlyWoodDropsite</unittype> <unittype>EarlyGoldDropsite</unittype> <tech row="1" page="1" column="0">Vaults of Erebus</tech> <tech row="0" page="1" column="1">Pickaxe</tech> <tech row="0" page="1" column="0">Hand Axe</tech> <tech row="0" page="1" column="1">Shaft Mine</tech> <tech row="0" page="1" column="0">Bow Saw</tech> <tech row="0" page="1" column="1">Quarry</tech> <tech row="0" page="1" column="0">Carpenters</tech> <flag>StartsAtFullEfficiency</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>SelectWithObstruction</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="314" name="Scarab"> <dbid>693</dbid> <displaynameid>19754</displaynameid> <footprint>Footprint Scarab</footprint> <icon>Special E Scarab icon</icon> <initialhitpoints>670.0000</initialhitpoints> <maxhitpoints>670.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special E Scarab Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <deadreplacement>Scarab Blood</deadreplacement> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>3.2000</maxvelocity> <movementtype>land</movementtype>

<turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>20.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>3</allowedage> <cost resourcetype="Food">300.0000</cost> <cost resourcetype="Favor">20.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16511</rollovertextid> <rolloverbonusdamageid>17307</rolloverbonusdamageid> <rolloveruseagainstid>17395</rolloveruseagainstid> <rollovercounterwithid>17463</rollovercounterwithid> <rolloverupgradeatid>17464</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.75</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAutoattackTargetsBuildings</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <unittype>MythUnitSiege</unittype> <unittype>MythUnitCavalry</unittype> <flag>CollidesWithProjectiles</flag> <flag>OrientUnitWithGround</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>NoBloodOnDeath</flag>

<flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="6"></param> <param name="Damage" type="Crush" value1="12"></param> <param name="DamageBonus" type="Building" value1="5.0">< /param> <param name="AttackAction"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> </unit> <unit id="315" name="Ballista"> <dbid>694</dbid> <displaynameid>19412</displaynameid> <footprint>Footprint Wheel</footprint> <icon>Siege N Ballista icon</icon> <initialhitpoints>85.0000</initialhitpoints> <maxhitpoints>85.0000</maxhitpoints> <los>40.0000</los> <portraiticon>Siege N Ballista icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>2.4000</maxvelocity> <movementtype>land</movementtype> <turnrate>3.0000</turnrate> <projectileprotounit>Ballista Shot</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance> <populationcount>3</populationcount> <trainpoints>17.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Wood">150.0000</cost> <cost resourcetype="Gold">150.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16512</rollovertextid> <rolloveruseagainstid>17320</rolloveruseagainstid> <rollovercounterwithid>17530</rollovercounterwithid> <rolloverupgradeatid>17531</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.90</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype>

<unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAutoattackTargetsBuildings</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>AbstractSiegeWeapon</unittype> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>OrientUnitWithGround</flag> <flag>ConstrainOrientation</flag> <flag>NoBloodOnDeath</flag> <flag>CollidesWithProjectiles</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="30"></param> <param name="MinimumRange" value1="4.0"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="9"></param> <param name="Damage" type="Crush" value1="4.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Ship" value1="3.0"></par am> <param <param <param <param <param <param <param ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param name="AimBonus" value1="15"></param> </action> </unit> name="VolleyMode"></param> name="NumberProjectiles" value1="4.0"></param> name="Accuracy" value1="0.9"></param> name="MaxSpread" value1="6.0"></param> name="SpreadFactor" value1="0.1"></param> name="TrackRating" value1="5.0"></param> name="UnintentionalDamageMultiplier" value1="0.5"

<unit id="316" name="Siege Tower"> <dbid>699</dbid> <displaynameid>19590</displaynameid> <footprint>Footprint Siege</footprint> <icon>Siege E Siege Tower icon</icon> <maxcontained>5</maxcontained> <initialhitpoints>350.0000</initialhitpoints> <maxhitpoints>350.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Siege E Siege Tower Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <formationcategory>Protected</formationcategory> <maxvelocity>2.9000</maxvelocity> <movementtype>land</movementtype> <turnrate>3.0000</turnrate> <projectileprotounit>Arrow</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>3</populationcount> <trainpoints>19.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Wood">200.0000</cost> <cost resourcetype="Gold">100.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16513</rollovertextid> <rolloveruseagainstid>17404</rolloveruseagainstid> <rollovercounterwithid>17467</rollovercounterwithid> <rolloverupgradeatid>17468</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.05</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.90</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAutoattackTargetsBuildings</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype>

<unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>AbstractSiegeWeapon</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>GarrisonSpeedBonus</flag> <flag>GarrisonBonus</flag> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <contain>AbstractVillager</contain> <contain>AbstractArcher</contain> <contain>AbstractInfantry</contain> <contain>Hero</contain> <contain>Pharaoh</contain> <contain>Priest</contain> <contain>Pharaoh Secondary</contain> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="3"></param> <param name="Damage" type="Crush" value1="50"></param> <param name="Rate" type="LogicalTypeRamAttack" value1="1 .0"></param> <param name="AttackAction"></param> </action> <action name="RangedAttack"> <param name="MaximumRange" value1="12.0"></param> <param name="Damage" type="Pierce" value1="3"></param> <param name="AttackAction"></param> <param name="Accuracy" value1="0.8"></param> <param name="MaxSpread" value1="50"></param> <param name="SpreadFactor" value1="0.1"></param> <param name="TrackRating" value1="5.0"></param> <param name="UnintentionalDamageMultiplier" value1="0.3" ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param <param <param <param ram> <param <param <param <param </param> <param name="Rate" type="MythUnit" value1="1.0"></param> <param name="HeightBonusMultiplier" value1="1.25"></para m> name="Rate" name="Rate" name="Rate" name="Rate" type="Huntable" value1="1.0"></param> type="Hero" value1="1.0"></param> type="Ship" value1="1.0"></param> type="AbstractVillager" value1="1.0"> name="AimBonus" value1="15"></param> name="VolleyMode"></param> name="NumberProjectiles" value1="3"></param> name="Rate" type="HumanSoldier" value1="1.0"></pa

</action> <action name="Enter"> <param name="MaximumRange" value1="4"></param> </action> </unit> <unit id="317" name="Crocodile"> <dbid>700</dbid> <displaynameid>19557</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Crocodile icon</icon> <initialhitpoints>90.0000</initialhitpoints> <maxhitpoints>90.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Animal Crocodile icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>3.3000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Predator</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <trainpoints>3.0000</trainpoints> <buildlimit>20</buildlimit> <allowedage>2</allowedage> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">200.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16514</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.10</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>LogicalTypeDangerousAnimals</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype>

<unittype>Food</unittype> <unittype>Unit</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>AnimalPredator</unittype> <unittype>Huntable</unittype> <flag>ColorTransformNonGaia</flag> <flag>DontRotateObstruction</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="14"></param> <param name="AttackAction"></param> </action> </unit> <unit id="318" name="Hippo"> <dbid>702</dbid> <displaynameid>18718</displaynameid> <footprint>Hoofprint</footprint> <icon>Animal Hippo icon</icon> <initialhitpoints>130.0000</initialhitpoints> <maxhitpoints>130.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Hippo icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>6.0000</turnrate> <wanderdistance>4</wanderdistance> <unitaitype>Reactive</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>3</populationcount> <trainpoints>5.0000</trainpoints> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">400.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16515</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.10</armor>

<armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Huntable</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <unittype>Unit</unittype> <unittype>Food</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>AnimalReactive</unittype> <flag>CorpseDecays</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>NonAutoFormedUnit</flag> <flag>RMCanRotate</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>ColorTransformNonGaia</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="12"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="319" name="Palm"> <dbid>703</dbid> <displaynameid>19444</displaynameid> <editornameid>20435</editornameid> <icon>icon palm tree</icon> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los>

<portraiticon>Icon Palm Tree 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <soundvariant>Hack</soundvariant> <deadreplacement>Palm Stump</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Wood">150.0000</initialresource> <resourcesubtype>Wood</resourcesubtype> <rollovertextid>16516</rollovertextid> <texturepainttype>Forest</texturepainttype> <texturepaintsubtype>Forestfloor</texturepaintsubtype> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.01</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.01</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Resource</unittype> <unittype>Wood</unittype> <unittype>HuntedResource</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Tree</unittype> <flag>DoNotShowOnMiniMap</flag> <flag>DontRotateObstruction</flag> <flag>DoppleOnlyWhenDead</flag> <flag>Immoveable</flag> <flag>NoHPBar</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>Doppled</flag> <flag>ForceToGaia</flag> <flag>DieAtZeroResources</flag> <flag>DoNotValidateResourceInventory</flag> <flag>NoBloodOnDeath</flag> <flag>ObscuresUnits</flag> <flag>DoNotCreateUnitGroupAutomatically</flag> <flag>NonAutoFormedUnit</flag> <flag>RMCanRotate</flag> <flag>StartOnNoUpdate</flag> <flag>Tracked</flag> </unit> <unit id="320" name="Flag"> <dbid>709</dbid> <displaynameid>19597</displaynameid> <icon>Flag Icon 64</icon> <initialhitpoints>10.0000</initialhitpoints> <maxhitpoints>10.0000</maxhitpoints> <los>0.0000</los> <portraiticon>Flag Icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>22020</rollovertextid> <unittype>EmbellishmentClass</unittype>

<flag>NonAutoFormedUnit</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>CollidesWithProjectiles</flag> <flag>DestroyUnderBuilding</flag> <flag>NotDeleteable</flag> <flag>NotCommandable</flag> <flag>ObscuresUnits</flag> <flag>Tracked</flag> </unit> <unit id="321" name="Anubite"> <dbid>711</dbid> <displaynameid>17940</displaynameid> <footprint>Footprint Military</footprint> <icon>Special E Anubite icon</icon> <initialhitpoints>200.0000</initialhitpoints> <maxhitpoints>200.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special E Anubite Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>5.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>27.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance> <populationcount>3</populationcount> <trainpoints>9.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Food">100.0000</cost> <cost resourcetype="Favor">15.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16486</rollovertextid> <rolloveruseagainstid>17315</rolloveruseagainstid> <rollovercounterwithid>17418</rollovercounterwithid> <rolloverupgradeatid>17419</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.55</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype>

<unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnitInfantry</unittype> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>ObscuredByUnits</flag> <flag>ProjectileTerrainOnly</flag> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="13"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="AttackAction"></param> </action> <action name="JumpAttack"> <param name="MinimumRange" value1="4"></param> <param name="MaximumRange" value1="8"></param> <param name="Damage" type="Hack" value1="15" value2="3.0 " options="AttackEnemy"></param> <param name="Rate" type="Unit" value1="1.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.10"></pa ram> <param name="ChargeAction"></param> </action> </unit> <unit id="322" name="Bear"> <dbid>716</dbid> <displaynameid>19427</displaynameid> <footprint>Footprint Animal Large</footprint> <icon>Animal Bear icon 64</icon> <initialhitpoints>90.0000</initialhitpoints> <maxhitpoints>90.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Animal Bear icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz>

<soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Predator</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">200.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16485</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.10</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>LogicalTypeDangerousAnimals</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <unittype>Unit</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype> <unittype>Food</unittype> <unittype>Huntable</unittype> <unittype>AnimalPredator</unittype> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>ColorTransformNonGaia</flag> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag>

<flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="9"></param> <param name="AttackAction"></param> </action> </unit> <unit id="323" name="Fire Giant"> <dbid>726</dbid> <displaynameid>19610</displaynameid> <footprint>Flaming Footprint</footprint> <icon>Special N Fire Giant icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Special N Fire Giant Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.2000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <projectileprotounit>Ball of Fire</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>24.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>1</allowedage> <cost resourcetype="Gold">300.0000</cost> <cost resourcetype="Favor">35.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16482</rollovertextid> <rolloverbonusdamageid>17266</rolloverbonusdamageid> <rolloveruseagainstid>17335</rolloveruseagainstid> <rollovercounterwithid>17527</rollovercounterwithid> <rolloverupgradeatid>17508</rolloverupgradeatid> <buttonpos row="2" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype>

<unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitSiege</unittype> <flag>ShowGarrisonButton</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>FireDamage</flag> <flag>AreaDamageConstant</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>NoBloodOnDeath</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="14"></param> <param name="Damage" type="Crush" value1="10"></param> <param name="AttackAction"></param> <param name="Damage" type="Hack" value1="15"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Accuracy" value1="0.90"></param> <param name="AimBonus" value1="15.0"></param> <param name="TrackRating" value1="5.0"></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="SpreadFactor" value1="0.10"></param> <param name="MaxSpread" value1="2.0"></param> <param name="UnintentionalDamageMultiplier" value1="0.50 "></param> <param name="DamageBonus" type="Hero" value1="0.25"></pa ram> </action> <action name="Light"> <param name="Rate" type="All" value1="2.0"></param> </action> <action name="ChargedRangedAttack"> <param name="MaximumRange" value1="14"></param> <param name="Damage" type="Hack" value1="25" value2="3.0 " options="AttackEnemy|AttackGAIAUnits"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param>

<param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Rate" type="Building" value1="1.0"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="Rate" type="MythUnit" value1="1.0"></param> <param name="DamageBonus" type="Hero" value1="0.01"></pa ram> <param name="Damage" type="Crush" value1="20" value2="3. 0" options="AttackEnemy|AttackGAIAUnits"></param> <param name="MuteDamage"></param> <param name="Accuracy" value1="1.0"></param> <param name="TrackRating" value1="5.0"></param> <param name="NumberProjectiles" value1="3.0"></param> <param name="UnintentionalDamageMultiplier" value1="1.0" ></param> <param name="Bounces" value1="3.0"></param> <param name="SpreadFactor" value1="0.10"></param> <param name="MaxSpread" value1="2.0"></param> <param name="VolleyMode"></param> </action> </unit> <unit id="324" name="Locust Swarm"> <dbid>727</dbid> <displaynameid>19546</displaynameid> <los>20.0000</los> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>5.0000</obstructionradiusz> <soundvariant>Pierce</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>8.2000</maxvelocity> <movementtype>air</movementtype> <unitaitype>HandCombative</unitaitype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="1.0000"></decay> <unittype>EmbellishmentClass</unittype> <flag>DoNotYawDuringMovement</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NonCollideable</flag> <flag>GivesLOSToAll</flag> <flag>FadeOutDuringDeathAnimation</flag> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NotSearchable</flag> <flag>NotSelectable</flag> <flag>DontRotateObstruction</flag> <flag>NotCommandable</flag> <flag>Tracked</flag> <action name="AreaAttack"> <param name="MaximumRange" value1="1"></param> <param name="Rate" type="AbstractFarm" value1="2.0"></pa ram> <param name="Damage" type="Hack" value1="20" value2="6"> </param> <param name="Persistent"></param> <param name="DamageBonus" type="Farm" value1="2.0"></par am> <param name="Rate" type="AbstractVillager" value1="2.0"> </param> <param name="AttackAction"></param>

<param name="MuteDamage"></param> <param name="Rate" type="UtilityShip" value1="3.0"></par am> </action> <action name="Wander"> <param name="Persistent"></param> </action> </unit> <unit id="325" name="Boar"> <dbid>735</dbid> <displaynameid>18562</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Boar icon</icon> <initialhitpoints>90.0000</initialhitpoints> <maxhitpoints>90.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Animal Boar icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Reactive</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">300.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16483</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Unit</unittype>

<unittype>Food</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>AnimalReactive</unittype> <unittype>Huntable</unittype> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>ColorTransformNonGaia</flag> <flag>CorpseDecays</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>NonAutoFormedUnit</flag> <flag>RMCanRotate</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="12"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="326" name="Frost Giant"> <dbid>738</dbid> <displaynameid>19567</displaynameid> <footprint>Icy Footprint</footprint> <icon>Special N Frost Giant icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special N Frost Giant Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.8000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>20.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>4</allowedage> <cost resourcetype="Gold">200.0000</cost> <cost resourcetype="Favor">25.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16484</rollovertextid> <rolloveruseagainstid>17336</rolloveruseagainstid> <rollovercounterwithid>17511</rollovercounterwithid> <rolloverupgradeatid>17494</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos>

<armor damagetype="Hack" percentflag="1">0.55</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitSiege</unittype> <flag>CannotAttackDisabledUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>NoBloodOnDeath</flag> <flag>DontRotateObstruction</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.5"></param> <param name="Rate" type="All" value1="5"></param> <param name="Damage" type="Hack" value1="18"></param> <param name="Damage" type="Crush" value1="12"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="MythUnit" value1="3.0">< /param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> <action name="FreezeAttack">

<param name="MaximumRange" value1="4"></param> <param name="Rate" type="HumanSoldier" value1="20"></par am> <param <param <param <param <param <param <param /param> <param name="Rate" type="Huntable" value1="20"></param> <param name="Rate" type="MythUnit" value1="20"></param> <param name="Rate" type="AbstractSiegeWeapon" value1="20 "></param> <param name="Rate" type="Ship" value1="20"></param> </action> </unit> <unit id="327" name="Wall Long"> <dbid>743</dbid> <displaynameid>16865</displaynameid> <editornameid>20450</editornameid> <icon>improvement stone wall icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Improvement Stone Wall Icon 64</portraiticon> <obstructionradiusx>5.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>15.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>1</allowedage> <cost resourcetype="Gold">15.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">1.0000</bounty> <rollovertextid>17901</rollovertextid> <rollovercounterwithid>17710</rollovercounterwithid> <rolloverupgradeatid>17754</rolloverupgradeatid> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>AbstractWall</unittype> <unittype>Building</unittype> <tech row="0" page="1" column="0">Fortified Wall</tech> name="AttackAction"></param> name="ChargeAction"></param> name="Rate" type="FlyingUnit" value1="0"></param> name="NoWorkOnFrozenUnits"></param> name="NoWorkOnStoneUnits"></param> name="MuteDamage"></param> name="Rate" type="AbstractVillager" value1="20"><

<tech row="0" page="1" column="0">Stone Wall</tech> <tech row="0" page="1" column="1">Athenian Wall</tech> <tech row="0" page="1" column="0">Citadel Wall</tech> <flag>SelectWithObstruction</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>wallBuild</flag> <flag>DontFlattenGround</flag> <flag>HideFromHelp</flag> <flag>NeverShowButton</flag> <flag>UseAlignedObstructionOnMinimap</flag> <flag>NoIdleActions</flag> <flag>Tracked</flag> </unit> <unit id="328" name="Catapult"> <dbid>757</dbid> <displaynameid>19443</displaynameid> <footprint>Footprint Siege</footprint> <icon>Siege E Catapult icon</icon> <initialhitpoints>115.0000</initialhitpoints> <maxhitpoints>115.0000</maxhitpoints> <los>40.0000</los> <portraiticon>Siege E Catapult icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <formationcategory>Protected</formationcategory> <maxvelocity>2.4000</maxvelocity> <movementtype>land</movementtype> <turnrate>3.0000</turnrate> <projectileprotounit>Catapult Shot</projectileprotounit> <unitaitype>RangedSiege</unitaitype> <populationcount>3</populationcount> <trainpoints>24.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Wood">200.0000</cost> <cost resourcetype="Gold">200.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16475</rollovertextid> <rolloveruseagainstid>17325</rolloveruseagainstid> <rollovercounterwithid>17473</rollovercounterwithid> <rolloverupgradeatid>17474</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.90</armor> <armor damagetype="Crush" percentflag="1">0.90</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype>

<unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAutoattackTargetsBuildings</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>AbstractSiegeWeapon</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>NoBloodOnDeath</flag> <flag>ConstrainOrientation</flag> <flag>DontRotateObstruction</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MinimumRange" value1="10.0"></param> <param name="MaximumRange" value1="28"></param> <param name="Damage" type="Crush" value1="50"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="10"></param> <param name="AttackAction"></param> <param name="Accuracy" value1="0.9"></param> <param name="SpreadFactor" value1="0.1"></param> <param name="TrackRating" value1="2.0"></param> <param name="AccuracyReductionFactor" value1="3"></param > <param name="AimBonus" value1="15"></param> <param name="DamageBonus" type="Ship" value1="2.5"></par am> <param name="UnintentionalDamageMultiplier" value1="0.5" ></param> <param name="MaxSpread" value1="5.0"></param> </action> </unit> <unit id="329" name="Caravan Norse">

<dbid>763</dbid> <displaynameid>18379</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Trade N Caravan icon</icon> <initialhitpoints>115.0000</initialhitpoints> <maxhitpoints>115.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Trade N Caravan Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <formationcategory>Protected</formationcategory> <maxvelocity>3.8000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>Civilian</unitaitype> <populationcount>1</populationcount> <trainpoints>15.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Food">100.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Gold">1000.0000</carrycapacity> <rollovertextid>16476</rollovertextid> <rolloverupgradeatid>17440</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.40</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeIdleCivilian</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>AbstractTradeUnit</unittype> <unittype>Economic</unittype> <flag>DontRotateObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>CollidesWithProjectiles</flag> <flag>CorpseDecays</flag>

<flag>ShowGarrisonButton</flag> <flag>OrientUnitWithGround</flag> <flag>ConstrainOrientation</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <action name="Trade"> <param name="MaximumRange" value1="2.0"></param> <param name="Rate" type="Settlement Level 1" value1="0.5 11"></param> <param name="MinRate" type="Settlement Level 1" value1=" 0.066"></param> <param name="Rate" type="Market" value1="0.001"></param> <param name="Rate" type="Citadel Center" value1="0.511"> </param> <param name="MinRate" type="Citadel Center" value1="0.06 6"></param> </action> </unit> <unit id="330" name="Troll"> <dbid>764</dbid> <displaynameid>19621</displaynameid> <footprint>Footprint Giant</footprint> <icon>Special N Trollkarien icon</icon> <initialhitpoints>200.0000</initialhitpoints> <maxhitpoints>200.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special N Troll Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>3.6000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Sling Stone</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>15.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <cost resourcetype="Wood">150.0000</cost> <cost resourcetype="Favor">15.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16477</rollovertextid> <rolloveruseagainstid>17411</rolloveruseagainstid> <rollovercounterwithid>17522</rollovercounterwithid> <rolloverupgradeatid>17503</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.5</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype>

<unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnitArcher</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="14"></param> <param name="Damage" type="Pierce" value1="12"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="TrackRating" value1="5.0"></param> <param name="AttackAction"></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param <param <param <param <param ></param> <param name="DamageBonus" type="Hero" value1="0.25"></pa ram> <param name="ReflectDamage"></param> <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> </unit> <unit id="331" name="Mountain Giant"> <dbid>766</dbid> <displaynameid>19620</displaynameid> name="Accuracy" value1="0.80"></param> name="AimBonus" value1="15.0"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="UnintentionalDamageMultiplier" value1="0.3"

<footprint>Footprint Giant</footprint> <icon>Special N Mountain Giant icon</icon> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special N Mountain Giant Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.2000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>17.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>4</allowedage> <cost resourcetype="Food">300.0000</cost> <cost resourcetype="Favor">30.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16478</rollovertextid> <rolloverbonusdamageid>17293</rolloverbonusdamageid> <rolloveruseagainstid>17375</rolloveruseagainstid> <rollovercounterwithid>17525</rollovercounterwithid> <rolloverupgradeatid>17506</rolloverupgradeatid> <buttonpos row="1" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.45</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAutoattackTargetsBuildings</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype>

<unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>MythUnitSiege</unittype> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>AreaDamageConstant</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="Damage" type="Crush" value1="25"></param> <param name="DamageBonus" type="MythUnit" value1="2"></p aram> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.8"></par am> </action> <action name="Gore"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="30.0"></param> <param name="Rate" type="Dwarf" value1="1.0"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param> </action> <action name="WhirlwindAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Crush" value1="120"></param> <param name="Rate" type="Building" value1="1.0"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param> </action> </unit> <unit id="332" name="Einheriar"> <dbid>767</dbid> <displaynameid>18139</displaynameid> <footprint>Footprint Military</footprint> <icon>Special N Einheriar icon</icon> <initialhitpoints>275.0000</initialhitpoints> <maxhitpoints>275.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special N Einheriar Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>20.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.2000</maxvelocity> <movementtype>land</movementtype>

<turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>3</populationcount> <trainpoints>17.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>2</allowedage> <cost resourcetype="Gold">175.0000</cost> <cost resourcetype="Favor">15.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16479</rollovertextid> <rolloverbonusdamageid>17265</rolloverbonusdamageid> <rolloveruseagainstid>17334</rolloveruseagainstid> <rollovercounterwithid>17535</rollovercounterwithid> <rolloverupgradeatid>17547</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.70</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnitInfantry</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag>

<flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="15"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="Damage" type="Crush" value1="10"></param> <param name="AttackAction"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> <action name="WhirlwindAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="MuteDamage"></param> <param name="ChargeAction"></param> <param name="Damage" type="Hack" value1="5.0" value2="10 .0" options="AttackGAIA|AttackEnemy"></param> <param name="DamageBonus" type="Hero" value1="0.10"></pa ram> </action> <action name="Boost"> <param name="MaximumRange" value1="10"></param> <param name="Rate" type="Unit" value1="1.5"></param> <param name="Inactive"></param> <param name="GiveAttackBoost"></param> </action> </unit> <unit id="333" name="Kraken"> <dbid>768</dbid> <displaynameid>19740</displaynameid> <icon>Special N Kraken icon</icon> <initialhitpoints>800.0000</initialhitpoints> <maxhitpoints>800.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Special N Kraken Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>16.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>water</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>10.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>3</allowedage> <cost resourcetype="Food">300.0000</cost> <cost resourcetype="Favor">25.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16480</rollovertextid> <rolloveruseagainstid>17365</rolloveruseagainstid>

<rollovercounterwithid>17611</rollovercounterwithid> <rolloverupgradeatid>17621</rolloverupgradeatid> <buttonpos row="1" column="0"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeNavalMilitary</unittype> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>TieToWaterSurface</flag> <flag>ApplyHandicapTraining</flag> <flag>NavalUnit</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>DecalStickToWaterSurface</flag> <flag>FadeOutDecalOnDeath</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="1.0"></param> <param name="Damage" type="Hack" value1="15"></param> <param name="Damage" type="Crush" value1="5"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.05"></pa ram> </action> <action name="MoveByGroup">

<param name="AckSound"></param> </action> <action name="Throw"> <param name="AttackAction"></param> <param name="Damage" type="Hack" value1="40.0" value2="4 .0" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="UtilityShip" value1="1.0"></par am> <param name="TypedRange" type="ArcherShip" value1="1.0"> </param> <param name="ChargeAction"></param> <param name="Rate" type="SiegeShip" value1="1.0"></param > <param name="Rate" type="Transport" value1="1.0"></param > <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Rate" type="ArcherShip" value1="1.0"></para m> <param name="Rate" type="HammerShip" value1="1.0"></para m> <param name="TypedRange" type="HumanSoldier" value1="5.0 "></param> <param name="TypedRange" type="HammerShip" value1="1.0"> </param> <param name="TypedRange" type="SiegeShip" value1="1.0">< /param> <param name="TypedRange" type="Transport" value1="1.0">< /param> <param name="TypedRange" type="UtilityShip" value1="1.0" ></param> </action> </unit> <unit id="334" name="Sea Turtle"> <dbid>769</dbid> <displaynameid>19655</displaynameid> <icon>Special G Sea Turtle Icon</icon> <initialhitpoints>960.0000</initialhitpoints> <maxhitpoints>960.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Special G Sea Turtle Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>9.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>4</allowedage> <cost resourcetype="Food">300.0000</cost> <cost resourcetype="Favor">20.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16472</rollovertextid>

<buttonpos row="1" column="0"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeNavalMilitary</unittype> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <flag>FadeOutDecalOnDeath</flag> <flag>DecalStickToWaterSurface</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>NavalUnit</flag> <flag>ApplyHandicapTraining</flag> <flag>TieToWaterSurface</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="25.0"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="Damage" type="Crush" value1="20.0"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> <action name="BuckAttack"> <param name="MaximumRange" value1="3.0"></param>

<param <param <param <param <param </action>

name="Damage" type="Hack" value1="100.0"></param> name="Rate" type="Ship" value1="1.0"></param> name="AttackAction"></param> name="ChargeAction"></param> name="Damage" type="Crush" value1="30.0"></param>

</unit> <unit id="335" name="Valkyrie"> <dbid>770</dbid> <displaynameid>19524</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Special N Valkyrie icon</icon> <initialhitpoints>375.0000</initialhitpoints> <maxhitpoints>375.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special N Valkyrie icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>17.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>2</allowedage> <cost resourcetype="Food">200.0000</cost> <cost resourcetype="Favor">20.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16473</rollovertextid> <rolloveruseagainstid>17413</rolloveruseagainstid> <rollovercounterwithid>17523</rollovercounterwithid> <rolloverupgradeatid>17504</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.55</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.90</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype>

<unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>MythUnitCavalry</unittype> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="12"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> <action name="Heal"> <param name="MaximumRange" value1="10.0"></param> <param name="Rate" type="LogicalTypeCanBeHealed" value1= "0.75"></param> </action> </unit> <unit id="336" name="Battle Boar"> <dbid>771</dbid> <displaynameid>19591</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Special N Battle Boar icon</icon> <initialhitpoints>720.0000</initialhitpoints> <maxhitpoints>720.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special N Battle Boar Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>18.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate>

<unitaitype>HandCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance> <populationcount>4</populationcount> <trainpoints>20.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>3</allowedage> <cost resourcetype="Gold">250.0000</cost> <cost resourcetype="Favor">30.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16474</rollovertextid> <rolloveruseagainstid>17321</rolloveruseagainstid> <rollovercounterwithid>17488</rollovercounterwithid> <rolloverupgradeatid>17489</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>OrientUnitWithGround</flag> <flag>NoBloodOnDeath</flag> <flag>ConstrainOrientation</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag>

<flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Crush" value1="20"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="DamageBonus" type="MythUnit" value1="2"></p aram> <param name="DamageBonus" type="Hero" value1="0.6"></par am> <param name="AttackAction"></param> </action> <action name="BuckAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="10"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param> <param name="NoWorkOnFrozenUnits"></param> <param name="NoWorkOnStoneUnits"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Rate" type="MythUnitInfantry" value1="1.0"> </param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> </action> </unit> <unit id="337" name="Trireme"> <dbid>778</dbid> <displaynameid>17877</displaynameid> <footprint>Oar Footprint</footprint> <icon>Boat G Trireme icon</icon> <initialhitpoints>290.0000</initialhitpoints> <maxhitpoints>290.0000</maxhitpoints> <los>24.0000</los> <portraiticon>Boat G Trireme Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Ranged</formationcategory> <maxvelocity>6.0000</maxvelocity> <movementtype>water</movementtype> <turnrate>6.0000</turnrate> <projectileprotounit>Arrow Flaming</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <trainpoints>14.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Wood">100.0000</cost> <cost resourcetype="Gold">50.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16450</rollovertextid> <rolloveruseagainstid>17410</rolloveruseagainstid> <rollovercounterwithid>17610</rollovercounterwithid> <rolloverupgradeatid>17599</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay>

<armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.10</armor> <unittype>LogicalTypeNavalMilitary</unittype> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <unittype>Ship</unittype> <unittype>ArcherShip</unittype> <flag>GarrisonBonus</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> <action name="RangedAttack"> <param name="MaximumRange" value1="12"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="6"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="TransportShip" value1="3 "></param> <param <param <param <param <param <param ></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> name="NumberProjectiles" value1="3.0"></param> name="TrackRating" value1="10.0"></param> name="Accuracy" value1="0.8"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="UnintentionalDamageMultiplier" value1="0.3"

<param name="AimBonus" value1="15.0"></param> </action> </unit> <unit id="338" name="Fishing Ship Greek"> <dbid>786</dbid> <displaynameid>17788</displaynameid> <editornameid>20426</editornameid> <icon>Boat G Fishing Boat Icon</icon> <initialhitpoints>120.0000</initialhitpoints> <maxhitpoints>120.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Boat G Fishing Boat Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>4.8000</maxvelocity> <movementtype>water</movementtype> <turnrate>13.5000</turnrate> <unitaitype>Civilian</unitaitype> <populationcount>1</populationcount> <trainpoints>14.0000</trainpoints> <buildpoints>0.0000</buildpoints> <allowedage>1</allowedage> <cost resourcetype="Wood">50.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Food">25.0000</carrycapacity> <rollovertextid>16449</rollovertextid> <rolloverupgradeatid>17436</rolloverupgradeatid> <buttonpos row="0" column="0"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeIdleCivilian</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidLocustSwarmTarget</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Economic</unittype> <unittype>Ship</unittype> <unittype>UtilityShip</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype>

<flag>NoBloodOnDeath</flag> <flag>ObscuredByUnits</flag> <flag>ShowGarrisonButton</flag> <flag>FadeOutDecalOnDeath</flag> <flag>NoFadeOnDeath</flag> <flag>DecalStickToWaterSurface</flag> <flag>NavalUnit</flag> <flag>DontRotateObstruction</flag> <flag>TieToWaterSurface</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> <contain>Priest</contain> <contain>Caravan Egyptian</contain> <contain>Caravan Norse</contain> <contain>Caravan Greek</contain> <contain>Ox Cart</contain> <contain>Hero</contain> <contain>AbstractVillager</contain> <contain>MythUnit</contain> <contain>HumanSoldier</contain> <contain>AbstractSiegeWeapon</contain> <contain>AbstractPharaoh</contain> <command>Work</command> <action name="Gather"> <param name="MaximumRange" type="Fish" value1="1.0"></pa ram> <param name="Rate" type="Fish" value1="0.61"></param> </action> </unit> <unit id="339" name="Bridge"> <dbid>825</dbid> <displaynameid>18565</displaynameid> <initialhitpoints>1500.0000</initialhitpoints> <maxhitpoints>1500.0000</maxhitpoints> <los>10.0000</los> <obstructionradiusx>2.7500</obstructionradiusx> <obstructionradiusz>17.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>45.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <cost resourcetype="Wood">25.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>20799</rollovertextid> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype>

<unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>SelectWithObstruction</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>Doppled</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>Tracked</flag> </unit> <unit id="340" name="Cow"> <dbid>865</dbid> <displaynameid>19719</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Animal Cow icon</icon> <initialhitpoints>20.0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints> <los>3.0000</los> <portraiticon>Animal Cow icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <idletimeout>3.0000</idletimeout> <maxvelocity>2.5000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>HerdAnimal</unitaitype> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Food">400.0000</carrycapacity> <initialresource resourcetype="Food">75.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16451</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.0</armor> <armor damagetype="Pierce" percentflag="1">0.10</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Nature</unittype>

<unittype>NatureClass</unittype> <unittype>Herdable</unittype> <unittype>Food</unittype> <unittype>Resource</unittype> <unittype>Unit</unittype> <unittype>HuntedResource</unittype> <flag>ColorTransformNonGaia</flag> <flag>NotDeleteable</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>VisibleUnderFogIfGaia</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>DontRotateObstruction</flag> <flag>RMCanRotate</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="AutoConvert"> <param name="MaximumRange" value1="12"></param> <param name="Persistent"></param> </action> <action name="AutoGather"> <param name="AddResourcesFasterWhenOwned"></param> <param name="AddResourcesToInventory"></param> <param name="Rate" type="Food" value1="0.25"></param> <param name="Persistent"></param> </action> </unit> <unit id="341" name="Giraffe"> <dbid>869</dbid> <displaynameid>19649</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Animal Giraffe icon</icon> <initialhitpoints>30.0000</initialhitpoints> <maxhitpoints>30.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Giraffe icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <trainpoints>3.0000</trainpoints> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">300.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16452</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima

pcolor> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.05</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <unittype>Unit</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype> <unittype>Food</unittype> <unittype>Huntable</unittype> <unittype>AnimalPrey</unittype> <flag>ColorTransformNonGaia</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>CollidesWithProjectiles</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>RMCanRotate</flag> <flag>DoppleOnlyWhenDead</flag> <flag>Doppled</flag> <flag>NonAutoFormedUnit</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="6.0"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="342" name="Statue Pharaoh"> <dbid>870</dbid> <displaynameid>19659</displaynameid> <editornameid>22590</editornameid> <icon>building pharaoh statue icon 64</icon> <initialhitpoints>100.0000</initialhitpoints>

<maxhitpoints>100.0000</maxhitpoints> <los>1.0000</los> <portraiticon>building pharaoh statue icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>20801</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>FlattenGround</flag> <flag>RMCanRotate</flag> <flag>SelectWithObstruction</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> </unit> <unit id="343" name="Torch"> <dbid>873</dbid> <displaynameid>19583</displaynameid> <icon>World Torch Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>8.0000</los> <portraiticon>World Torch Icon 64</portraiticon> <obstructionradiusx>0.5000</obstructionradiusx> <obstructionradiusz>0.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>22018</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype>

<unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>Invulnerable</flag> <flag>SelectWithObstruction</flag> <flag>DoNotShowOnMiniMap</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>StartOnAnimationUpdate</flag> <flag>Tracked</flag> </unit> <unit id="344" name="Pig"> <dbid>875</dbid> <displaynameid>19464</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Pig icon</icon> <initialhitpoints>20.0000</initialhitpoints> <maxhitpoints>20.0000</maxhitpoints> <los>3.0000</los> <portraiticon>Animal Pig icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <idletimeout>3.0000</idletimeout> <maxvelocity>2.5000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>HerdAnimal</unitaitype> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <carrycapacity resourcetype="Food">300.0000</carrycapacity> <initialresource resourcetype="Food">50.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16454</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.0</armor> <armor damagetype="Pierce" percentflag="1">0.10</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype>

<unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Food</unittype> <unittype>Resource</unittype> <unittype>Unit</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <unittype>Herdable</unittype> <unittype>HuntedResource</unittype> <flag>NotDeleteable</flag> <flag>CollidesWithProjectiles</flag> <flag>VisibleUnderFogIfGaia</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>NonAutoFormedUnit</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>DontRotateObstruction</flag> <flag>ColorTransformNonGaia</flag> <flag>RMCanRotate</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="AutoConvert"> <param name="MaximumRange" value1="12"></param> <param name="Persistent"></param> </action> <action name="AutoGather"> <param name="Persistent"></param> <param name="AddResourcesFasterWhenOwned"></param> <param name="AddResourcesToInventory"></param> <param name="Rate" type="Food" value1="0.25"></param> </action> </unit> <unit id="345" name="Lazer Bear"> <dbid>876</dbid> <displaynameid>19417</displaynameid> <footprint>Footprint Military</footprint> <icon>Animal Bear icon</icon> <maxcontained>1</maxcontained> <initialhitpoints>1120.0000</initialhitpoints> <maxhitpoints>1120.0000</maxhitpoints> <los>35.0000</los> <portraiticon>Animal Bear icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>60.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Ball of Fire invisible</projectileprotounit >

<unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <bounty resourcetype="Favor">100.0000</bounty> <bountyfactor resourcetype="Favor">6.0000</bountyfactor> <rollovertextid>17895</rollovertextid> <rolloveruseagainstid>17366</rolloveruseagainstid> <rollovercounterwithid>17367</rollovercounterwithid> <rolloverupgradeatid>17550</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.99</armor> <armor damagetype="Pierce" percentflag="1">0.99</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>NotPlayerPlaceable</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="8.0"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Pierce" value1="120"></param> </action> <action name="Regenerate"> <param name="Rate" type="All" value1="3.0"></param> <param name="Persistent"></param> </action> </unit> <unit id="346" name="Zebra"> <dbid>889</dbid> <displaynameid>19576</displaynameid>

<footprint>Footprint Cavalry</footprint> <icon>Animal Zebra icon</icon> <initialhitpoints>30.0000</initialhitpoints> <maxhitpoints>30.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Zebra icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <wanderdistance>4</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>1</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">200.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16455</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.05</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>Food</unittype> <unittype>Unit</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Huntable</unittype> <unittype>AnimalPrey</unittype> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag>

<flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>ColorTransformNonGaia</flag> <flag>CorpseDecays</flag> <flag>DoppleOnlyWhenDead</flag> <flag>Doppled</flag> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="5"></param> <param name="AttackAction"></param> </action> </unit> <unit id="347" name="Water Buffalo"> <dbid>890</dbid> <displaynameid>19508</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Animal Waterbuffalo icon</icon> <initialhitpoints>130.0000</initialhitpoints> <maxhitpoints>130.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Animal Waterbuffalo icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <wanderdistance>4</wanderdistance> <unitaitype>Reactive</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>3</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">1.4400</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">400.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16456</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.20</armor> <armor damagetype="Pierce" percentflag="1">0.30</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype>

<unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>AnimalReactive</unittype> <unittype>Huntable</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Unit</unittype> <unittype>Food</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype> <flag>NonAutoFormedUnit</flag> <flag>Wanders</flag> <flag>ConstrainOrientation</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>ObscuredByUnits</flag> <flag>ObscuredByUnits</flag> <flag>ConstrainOrientation</flag> <flag>Wanders</flag> <flag>DoNotValidateResourceInventory</flag> <flag>DoNotValidateResourceInventory</flag> <flag>DontRotateObstruction</flag> <flag>DontRotateObstruction</flag> <flag>ForceToGaia</flag> <flag>ForceToGaia</flag> <flag>ColorTransformNonGaia</flag> <flag>ColorTransformNonGaia</flag> <flag>CollidesWithProjectiles</flag> <flag>CollidesWithProjectiles</flag> <flag>OrientUnitWithGround</flag> <flag>OrientUnitWithGround</flag> <flag>DieAtZeroResources</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>CorpseDecays</flag> <flag>CorpseDecays</flag> <flag>RMCanRotate</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="12"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="348" name="Gazelle"> <dbid>891</dbid> <displaynameid>19650</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Animal Gazelle icon</icon> <initialhitpoints>20.0000</initialhitpoints>

<maxhitpoints>20.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Gazelle icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>2.2000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>1</populationcount> <trainpoints>2.0000</trainpoints> <buildlimit>20</buildlimit> <allowedage>1</allowedage> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">150.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16457</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.0</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>Food</unittype> <unittype>Unit</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Huntable</unittype> <unittype>AnimalPrey</unittype> <flag>CorpseDecays</flag> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>ColorTransformNonGaia</flag>

<flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>OrientUnitWithGround</flag> <flag>ConstrainOrientation</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="4"></param> <param name="AttackAction"></param> </action> </unit> <unit id="349" name="Baboon"> <dbid>894</dbid> <displaynameid>19127</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Baboon Icon</icon> <initialhitpoints>45.0000</initialhitpoints> <maxhitpoints>45.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Baboon Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>3.3000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>1</populationcount> <trainpoints>2.0000</trainpoints> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">100.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16460</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype>

<unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>AnimalPrey</unittype> <unittype>Huntable</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <unittype>Unit</unittype> <unittype>Food</unittype> <unittype>Resource</unittype> <unittype>HuntedResource</unittype> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>DontRotateObstruction</flag> <flag>Wanders</flag> <flag>ObscuredByUnits</flag> <flag>ColorTransformNonGaia</flag> <flag>DoppleOnlyWhenDead</flag> <flag>Doppled</flag> <flag>RMCanRotate</flag> <flag>CorpseDecays</flag> <flag>NonAutoFormedUnit</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="5"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="350" name="Centaur"> <dbid>895</dbid> <displaynameid>18566</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Special G Centaur icon</icon> <containedattack>0.1000</containedattack> <initialhitpoints>220.0000</initialhitpoints> <maxhitpoints>220.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special G Centaur Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Protected</formationcategory> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <projectileprotounit>Arrow</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>3</populationcount> <trainpoints>19.0000</trainpoints>

<buildingworkrate>1.0000</buildingworkrate> <allowedage>2</allowedage> <cost resourcetype="Wood">200.0000</cost> <cost resourcetype="Favor">15.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16461</rollovertextid> <rolloveruseagainstid>17326</rolloveruseagainstid> <rollovercounterwithid>17534</rollovercounterwithid> <rolloverupgradeatid>17536</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.25</armor> <armor damagetype="Pierce" percentflag="1">0.35</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitArcher</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>ConstrainOrientation</flag> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> <command>Work</command> <action name="RangedAttack"> <param name="MaximumRange" value1="12.0"></param>

<param name="Damage" type="Pierce" value1="12"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="AttackAction"></param> <param name="AimBonus" value1="15"></param> <param name="DamageBonus" type="Hero" value1="0.25"></pa ram> <param name="UnintentionalDamageMultiplier" value1="0.3" ></param> <param <param <param <param <param m> </action> <action name="ChargedRangedAttack"> <param name="MaximumRange" value1="12.0"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="DamageBonus" type="MythUnit" value1="3.0">< /param> <param <param <param <param <param > <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="Rate" type="MythUnit" value1="1.0"></param> </action> </unit> <unit id="351" name="Phoenix"> <dbid>905</dbid> <displaynameid>19460</displaynameid> <icon>Special E Phoenix icon</icon> <initialhitpoints>400.0000</initialhitpoints> <maxhitpoints>400.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special E Phoenix Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <deadreplacement>Phoenix Egg</deadreplacement> <formationcategory>Mobile</formationcategory> <maxvelocity>3.6000</maxvelocity> <movementtype>air</movementtype> <turnrate>13.5000</turnrate> <unitaitype>RangedCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>6.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Gold">200.0000</cost> <cost resourcetype="Favor">30.0000</cost> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16463</rollovertextid> <rolloveruseagainstid>17385</rolloveruseagainstid> <rollovercounterwithid>17517</rollovercounterwithid> name="AttackAction"></param> name="ChargeAction"></param> name="Accuracy" value1="1.0"></param> name="TrackRating" value1="10.0"></param> name="Damage" type="Pierce" value1="24.0"></param name="Accuracy" value1="0.80"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="TrackRating" value1="5.0"></param> name="HeightBonusMultiplier" value1="1.25"></para

<rolloverupgradeatid>17498</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.15</armor> <armor damagetype="Pierce" percentflag="1">0.55</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>FlyingUnit</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>NoTieToGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>FlyingUnit</flag> <flag>DontRotateObstruction</flag> <flag>NoBloodOnDeath</flag> <flag>ApplyHandicapTraining</flag> <flag>NonCollideable</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="4.0"></param> <param name="Damage" type="Hack" value1="30" value2="3" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.5"></par am> <param name="Damage" type="Crush" value1="30"></param> </action> </unit> <unit id="352" name="Manticore"> <dbid>906</dbid> <displaynameid>19711</displaynameid> <footprint>Footprint Animal Large</footprint> <icon>Special G Manticore icon</icon> <initialhitpoints>420.0000</initialhitpoints> <maxhitpoints>420.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special G Manticore Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz>

<soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Protected</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Manticore Barb</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>17.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Wood">300.0000</cost> <cost resourcetype="Favor">28.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16464</rollovertextid> <rolloverbonusdamageid>17291</rolloverbonusdamageid> <rolloveruseagainstid>17369</rolloveruseagainstid> <rollovercounterwithid>17509</rollovercounterwithid> <rolloverupgradeatid>17492</rolloverupgradeatid> <buttonpos row="1" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitArcher</unittype> <flag>ShowGarrisonButton</flag>

<flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> <action name="RangedAttack"> <param name="MaximumRange" value1="16.0"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Pierce" value1="11.0"></param > <param name="DamageBonus" type="MythUnit" value1="1.5">< /param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.1"></par am> <param <param <param <param <param ></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="AimBonus" value1="15.0"></param> <param name="NumberProjectiles" value1="3.0"></param> <param name="VolleyMode"></param> </action> <action name="ChargedRangedAttack"> <param name="MaximumRange" value1="16.0"></param> <param name="Damage" type="Pierce" value1="15.0" value2= "4" options="AttackEnemy"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="VolleyMode"></param> <param name="NumberProjectiles" value1="6.0"></param> <param name="Accuracy" value1="0.9"></param> <param name="MaxSpread" value1="5.0"></param> <param name="SpreadFactor" value1="0.25"></param> <param name="TrackRating" value1="5.0"></param> <param name="UnintentionalDamageMultiplier" value1="1.0" ></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="AimBonus" value1="15.0"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="Rate" type="MythUnit" value1="1.0"></param> <param name="DamageBonus" type="Hero" value1="0.01"></pa ram> </action> </unit> <unit id="353" name="Chimera"> <dbid>908</dbid> <displaynameid>17784</displaynameid> <footprint>Footprint Animal Large</footprint> <icon>Special G Chimera icon</icon> <initialhitpoints>800.0000</initialhitpoints> name="Accuracy" value1="0.9"></param> name="MaxSpread" value1="8.0"></param> name="SpreadFactor" value1="0.3"></param> name="TrackRating" value1="5.0"></param> name="UnintentionalDamageMultiplier" value1="1.0"

<maxhitpoints>800.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special G Chimera Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>20.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Ball of Fire invisible</projectileprotounit > <unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>20.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Gold">300.0000</cost> <cost resourcetype="Favor">30.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16465</rollovertextid> <rolloverbonusdamageid>17260</rolloverbonusdamageid> <rolloveruseagainstid>17329</rolloveruseagainstid> <rollovercounterwithid>17519</rollovercounterwithid> <rolloverupgradeatid>17500</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype>

<unittype>MythUnitCavalry</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="DamageBonus" type="MythUnit" value1="3.0">< /param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.8"></par am> </action> <action name="ChargedRangedAttack"> <param name="MaximumRange" value1="8.0"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="NumberProjectiles" value1="3.0"></param> <param name="AttackAction"></param> <param name="ChargeAction"></param> <param name="Accuracy" value1="1.0"></param> <param name="Damage" type="Hack" value1="28" value2="5" options="AttackEnemy|AttackGAIAUnits"></param> <param name="Rate" type="MythUnit" value1="1.0"></param> <param name="DamageBonus" type="Hero" value1="0.1"></par am> <param name="Poison" value1="0.8"></param> <param name="VolleyMode"></param> <param name="TrackRating" value1="6.0"></param> </action> </unit> <unit id="354" name="Sphinx"> <dbid>910</dbid> <displaynameid>19596</displaynameid> <footprint>Footprint Animal Large</footprint> <icon>Special E Sphinx Icon</icon> <initialhitpoints>300.0000</initialhitpoints> <maxhitpoints>300.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Special E Sphinx Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>12.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate>

<unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>17.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Food">120.0000</cost> <cost resourcetype="Favor">20.0000</cost> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16467</rollovertextid> <rolloveruseagainstid>17407</rolloveruseagainstid> <rollovercounterwithid>17520</rollovercounterwithid> <rolloverupgradeatid>17501</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.45</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitCavalry</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="11.25"></param> <param name="Rate" type="All" value1="5.0"></param>

<param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="Damage" type="Crush" value1="5"></param> <param name="AttackAction"></param> </action> <action name="WhirlwindAttack"> <param name="MaximumRange" value1="1.0"></param> <param name="ChargeAction"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Damage" type="Hack" value1="20" value2="3" options="AttackEnemy"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.01"></pa ram> <param name="Rate" type="MythUnit" value1="1.0"></param> <param name="Rate" type="AbstractSiegeWeapon" value1="1. 0"></param> </action> </unit> <unit id="355" name="Minotaur"> <dbid>911</dbid> <displaynameid>19627</displaynameid> <footprint>Footprint Giant</footprint> <icon>Special G Minotaur icon</icon> <initialhitpoints>300.0000</initialhitpoints> <maxhitpoints>300.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special G Minotaur Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>20.0000</trainpoints> <allowedage>2</allowedage> <cost resourcetype="Food">200.0000</cost> <cost resourcetype="Favor">16.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16468</rollovertextid> <rolloverbonusdamageid>17292</rolloverbonusdamageid> <rolloveruseagainstid>17374</rolloveruseagainstid> <rollovercounterwithid>17513</rollovercounterwithid> <rolloverupgradeatid>17496</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype>

<unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnitInfantry</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Crush" value1="10"></param> <param name="Damage" type="Hack" value1="15"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="AttackAction"></param> </action> <action name="Gore"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param <param <param <param <param <param </param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> </action> </unit> name="NoWorkOnFrozenUnits"></param> name="Damage" type="Hack" value1="60"></param> name="AttackAction"></param> name="ChargeAction"></param> name="NoWorkOnStoneUnits"></param> name="Rate" type="MythUnitInfantry" value1="1.0">

<unit id="356" name="Hydra"> <dbid>913</dbid> <displaynameid>19663</displaynameid> <footprint>Footprint Hydra</footprint> <icon>Special G Hydra icon</icon> <initialhitpoints>800.0000</initialhitpoints> <maxhitpoints>800.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special G Hydra icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>20.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Food">250.0000</cost> <cost resourcetype="Favor">28.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16469</rollovertextid> <rolloverbonusdamageid>17286</rolloverbonusdamageid> <rolloveruseagainstid>17359</rolloveruseagainstid> <rollovercounterwithid>17490</rollovercounterwithid> <rolloverupgradeatid>17491</rolloverupgradeatid> <buttonpos row="1" column="0"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.40</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype>

<unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitCavalry</unittype> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>TieToWaterSurface</flag> <flag>CollidesWithProjectiles</flag> <flag>AreaDamageConstant</flag> <flag>ExperienceUnit</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="2.0"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.5"></par am> <param name="DamageBonus" type="MythUnit" value1="2.0">< /param> <param name="Damage" type="Crush" value1="10"></param> </action> </unit> <unit id="357" name="Chicken"> <dbid>914</dbid> <displaynameid>19445</displaynameid> <icon>Animal Chicken icon</icon> <initialhitpoints>4.0000</initialhitpoints> <maxhitpoints>4.0000</maxhitpoints> <los>10.0000</los> <portraiticon>Animal Chicken icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <idletimeout>5.0000</idletimeout> <maxvelocity>1.8000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>2</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">75.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16470</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima pcolor> <armor damagetype="Hack" percentflag="1">0.10</armor> <armor damagetype="Pierce" percentflag="1">0.0</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype>

<unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>WildCrops</unittype> <unittype>Unit</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>Food</unittype> <unittype>Nature</unittype> <unittype>NatureClass</unittype> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>CorpseDecays</flag> <flag>RMCanRotate</flag> <flag>NonAutoFormedUnit</flag> <flag>DontRotateObstruction</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>DoNotValidateResourceInventory</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DieAtZeroResources</flag> <flag>ForceToGaia</flag> <flag>Wanders</flag> <flag>ColorTransformNonGaia</flag> <flag>Tracked</flag> </unit> <unit id="358" name="Monkey"> <dbid>915</dbid> <displaynameid>19763</displaynameid> <footprint>Footprint Animal Small</footprint> <icon>Animal Monkey Icon</icon> <initialhitpoints>45.0000</initialhitpoints> <maxhitpoints>45.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Animal Monkey Icon 64</portraiticon> <obstructionradiusx>0.4900</obstructionradiusx> <obstructionradiusz>0.4900</obstructionradiusz> <soundvariant>Hack</soundvariant> <idletimeout>5.0000</idletimeout> <maxvelocity>3.3000</maxvelocity> <movementtype>land</movementtype> <wanderdistance>4</wanderdistance> <unitaitype>Prey</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>1</populationcount> <buildlimit>20</buildlimit> <bounty resourcetype="Favor">0.4800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <initialresource resourcetype="Food">100.0000</initialresource> <resourcedecay>0.3000</resourcedecay> <resourcesubtype>meat</resourcesubtype> <rollovertextid>16445</rollovertextid> <minimapcolor red="0.5600" blue="0.3000" green="0.4400"></minima

pcolor> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.20</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeMinimapFilterEconomic</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Huntable</unittype> <unittype>AnimalPrey</unittype> <unittype>NatureClass</unittype> <unittype>Nature</unittype> <unittype>Unit</unittype> <unittype>HuntedResource</unittype> <unittype>Resource</unittype> <unittype>Food</unittype> <flag>ColorTransformNonGaia</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>Wanders</flag> <flag>DoNotValidateResourceInventory</flag> <flag>DieAtZeroResources</flag> <flag>DoNotDieAtZeroHitpoints</flag> <flag>CollidesWithProjectiles</flag> <flag>NonAutoFormedUnit</flag> <flag>Doppled</flag> <flag>DoppleOnlyWhenDead</flag> <flag>RMCanRotate</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="5"></param> <param name="AttackAction"></param> </action> </unit> <unit id="359" name="Colossus"> <dbid>916</dbid> <displaynameid>19535</displaynameid> <footprint>Footprint Giant</footprint> <icon>Special G Colossus icon</icon> <initialhitpoints>1100.0000</initialhitpoints> <maxhitpoints>1100.0000</maxhitpoints> <los>16.0000</los>

<portraiticon>Special G Colossus Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Crush</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>2.4000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>24.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Gold">300.0000</cost> <cost resourcetype="Favor">40.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16446</rollovertextid> <rolloverbonusdamageid>17263</rolloverbonusdamageid> <rolloveruseagainstid>17332</rolloveruseagainstid> <rollovercounterwithid>17526</rollovercounterwithid> <rolloverupgradeatid>17507</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitSiege</unittype>

<flag>NoBloodOnDeath</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>ShowGarrisonButton</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Crush" value1="50"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> <param name="DamageBonus" type="Hero" value1="0.8"></par am> </action> <action name="Eat"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="Gold" value1="30.0"></param> <param name="Rate" type="Wood" value1="30.0"></param> </action> </unit> <unit id="360" name="Mummy"> <dbid>921</dbid> <displaynameid>19624</displaynameid> <footprint>Footprint Military</footprint> <icon>Special E Mummy icon</icon> <initialhitpoints>350.0000</initialhitpoints> <maxhitpoints>350.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Special E Mummy Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Pierce</soundvariant> <rechargetime>25.0000</rechargetime> <formationcategory>Protected</formationcategory> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Mummy Flies</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>17.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Gold">200.0000</cost> <cost resourcetype="Favor">35.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16447</rollovertextid> <rolloveruseagainstid>17376</rolloveruseagainstid> <rollovercounterwithid>17514</rollovercounterwithid> <rolloverupgradeatid>17497</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.35</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype>

<unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnitInfantry</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <action name="RangedAttack"> <param name="MaximumRange" value1="12.0"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="Hero" value1="0.5"></par am> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Pierce" value1="12.0"></param > </action> <action name="ConvertAttack"> <param name="MaximumRange" value1="12.0"></param> <param name="ChargeAction"></param> <param name="AttackAction"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="MuteDamage"></param> <param name="Rate" type="MythUnit" value1="1.0"></param> </action> </unit>

<unit id="361" name="Roc"> <dbid>924</dbid> <displaynameid>19656</displaynameid> <icon>Special E Roc icon</icon> <maxcontained>15</maxcontained> <initialhitpoints>350.0000</initialhitpoints> <maxhitpoints>350.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special E Roc Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <formationcategory>Mobile</formationcategory> <maxvelocity>4.8000</maxvelocity> <movementtype>air</movementtype> <turnrate>13.5000</turnrate> <unitaitype>Passive</unitaitype> <populationcount>3</populationcount> <trainpoints>14.0000</trainpoints> <allowedage>3</allowedage> <cost resourcetype="Gold">150.0000</cost> <cost resourcetype="Favor">15.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16443</rollovertextid> <rolloverupgradeatid>17433</rolloverupgradeatid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.25</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>Transport</unittype> <unittype>FlyingUnit</unittype> <flag>AllowAutoGarrison</flag> <flag>CollidesWithProjectiles</flag> <flag>FlyingUnit</flag> <flag>NoTieToGround</flag> <flag>DontRotateObstruction</flag> <flag>HasGatherPoint</flag> <flag>ApplyHandicapTraining</flag> <flag>CorpseDecays</flag>

<flag>NonCollideable</flag> <flag>Tracked</flag> <contain>LogicalTypeGarrisonOnBoats</contain> <contain>Pharaoh of Osiris</contain> </unit> <unit id="362" name="Medusa"> <dbid>926</dbid> <displaynameid>19699</displaynameid> <footprint>Footprint Military</footprint> <icon>Special G Medusa icon</icon> <initialhitpoints>360.0000</initialhitpoints> <maxhitpoints>360.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Special G Medusa Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>20.0000</rechargetime> <formationcategory>Protected</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <projectileprotounit>Arrow</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>5</populationcount> <trainpoints>20.0000</trainpoints> <allowedage>4</allowedage> <cost resourcetype="Gold">250.0000</cost> <cost resourcetype="Favor">40.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16444</rollovertextid> <rolloveruseagainstid>17370</rolloveruseagainstid> <rollovercounterwithid>17510</rollovercounterwithid> <rolloverupgradeatid>17493</rolloverupgradeatid> <buttonpos row="1" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.60</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>

<unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <unittype>MythUnitArcher</unittype> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>ShowGarrisonButton</flag> <flag>OrientUnitWithGround</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>CannotAttackDisabledUnits</flag> <flag>Tracked</flag> <action name="RangedAttack"> <param name="MaximumRange" value1="10.0"></param> <param name="Damage" type="Pierce" value1="15"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Crush" value1="12.5"></param> <param name="AttackAction"></param> <param name="TrackRating" value1="5.0"></param> <param name="Accuracy" value1="0.8"></param> <param name="MaxSpread" value1="5.0"></param> <param name="SpreadFactor" value1="0.25"></param> <param name="UnintentionalDamageMultiplier" value1="0.3" ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param name="AimBonus" value1="15.0"></param> <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> <action name="FreezeAttack"> <param name="MaximumRange" value1="10"></param> <param name="Rate" type="HumanSoldier" value1="8"></para m> <param name="AttackAction"></param> <param name="ChargeAction"></param> <param name="Rate" type="AbstractVillager" value1="8"></ param> <param <param <param <param <param <param </action> name="Rate" type="Huntable" value1="8"></param> name="SingleUse"></param> name="MuteDamage"></param> name="NoWorkOnStoneUnits"></param> name="NoWorkOnFrozenUnits"></param> name="Rate" type="MythUnit" value1="8"></param>

</unit> <unit id="363" name="Obelisk"> <dbid>934</dbid> <displaynameid>19430</displaynameid>

<icon>World Obelisk icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>0.0000</los> <portraiticon>World Obelisk icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <deadreplacement>Destruction 1x1</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>FlattenGround</flag> <flag>VariationLocked</flag> <flag>NoIdleActions</flag> <flag>SelectWithObstruction</flag> <flag>DoNotShowOnMiniMap</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Tracked</flag> </unit> <unit id="364" name="Hades Door"> <dbid>937</dbid> <displaynameid>18569</displaynameid> <icon>Scenario Hades Gate Icon</icon> <initialhitpoints>45000.0000</initialhitpoints> <maxhitpoints>45000.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Scenario Hades Gate Icon 64</portraiticon> <obstructionradiusx>9.0000</obstructionradiusx> <obstructionradiusz>2.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>25.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance>

<cost resourcetype="Wood">175.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>17893</rollovertextid> <decay delay="5.0000" duration="5.0000"></decay> <armor damagetype="Hack" percentflag="1">0.99</armor> <armor damagetype="Pierce" percentflag="1">0.99</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag> <flag>SelectWithObstruction</flag> <flag>PaintTextureWhenPlacing</flag> <flag>NoIdleActions</flag> <flag>VariationLocked</flag> <flag>Tracked</flag> </unit> <unit id="365" name="Ajax"> <dbid>951</dbid> <displaynameid>17931</displaynameid> <editornameid>20404</editornameid> <footprint>Footprint Military</footprint> <icon>Hero G Ajax</icon> <maxcontained>1</maxcontained> <containedattack>0.0500</containedattack> <initialhitpoints>350.0000</initialhitpoints> <maxhitpoints>350.0000</maxhitpoints> <los>17.0000</los> <portraiticon>Hero G Ajax Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>12.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>20.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance>

<populationcapaddition>0</populationcapaddition> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16438</rollovertextid> <rolloverbonusdamageid>17253</rolloverbonusdamageid> <rolloveruseagainstid>17313</rolloveruseagainstid> <rollovercounterwithid>17414</rollovercounterwithid> <rolloverupgradeatid>17415</rolloverupgradeatid> <deathmessage>Greg Wishes he was a 3l33t haxOr</deathmessage> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>Hero</unittype> <unittype>UnitClass</unittype> <flag>NotDeleteable</flag> <flag>HeroDeath</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>HideGarrisonFlag</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="HandAttack">

<param <param <param <param aram>

name="MaximumRange" value1="0.3"></param> name="Damage" type="Hack" value1="10"></param> name="Rate" type="All" value1="5.0"></param> name="DamageBonus" type="MythUnit" value1="7"></p

</action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="1.5"></param> </action> <action name="Gore"> <param name="MaximumRange" value1="1.0"></param> <param name="ChargeAction"></param> <param name="AttackAction"></param> <param name="Damage" type="Hack" value1="80"></param> <param name="NoWorkOnFrozenUnits"></param> <param name="NoWorkOnStoneUnits"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="Rate" type="AbstractInfantry" value1="1.0"> </param> <param name="Rate" type="Toxotes" value1="1.0"></param> <param name="DamageBonus" type="MythUnit" value1="1.5">< /param> <param name="Rate" type="Peltast" value1="1.0"></param> <param name="Poison" type="Slinger" value1="1.0"></param > </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="Rate" type="Temple" value1="1.0"></param> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> </action> </unit> <unit id="366" name="Arkantos"> <dbid>952</dbid> <displaynameid>17949</displaynameid> <footprint>Footprint Military</footprint> <icon>Special G Arkantos icon</icon> <maxcontained>1</maxcontained> <containedattack>0.0500</containedattack> <initialhitpoints>300.0000</initialhitpoints> <maxhitpoints>300.0000</maxhitpoints> <los>40.0000</los> <portraiticon>Special G Arkantos icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>12.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>20.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance>

<populationcount>0</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17185</rollovertextid> <rolloverbonusdamageid>17255</rolloverbonusdamageid> <rolloveruseagainstid>17317</rolloveruseagainstid> <rollovercounterwithid>17422</rollovercounterwithid> <rolloverupgradeatid>17423</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.99</armor> <armor damagetype="Pierce" percentflag="1">0.99</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeVolcanoAttack</unittype> <unittype>LogicalTypeSuperPredatorsAutoAttack</unittype> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeAffectedByVortex</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeSuperPredatorsAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeImplodeAttack</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeTartarianGateValidOverlapPlacement</unittyp e> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Hero</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <train row="0" page="1" column="2">Hippikon</train> <train row="0" page="1" column="2">War Elephant</train> <train row="1" page="1" column="2">Prodromos</train> <train row="0" page="1" column="4">Peltast</train> <train row="0" page="1" column="5">Villager Greek</train> <train row="0" page="1" column="5">Villager Egyptian</train> <train row="0" page="1" column="1">Toxotes</train>

<train row="0" page="1" column="1">Camelry</train> <train row="1" page="1" column="3">Hetairoi</train> <train row="0" page="1" column="3">Crossbowman</train> <train row="1" page="1" column="4">Pharaoh of Osiris</train> <tech row="1" page="1" column="5">Omniscience</tech> <flag>HideGarrisonFlag</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>HeroDeath</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>NotDeleteable</flag> <flag>Tracked</flag> <flag>ApplyHandicapTraining</flag> <flag>ForceBuildingData</flag> <contain external="1">Relic</contain> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Damage" type="Hack" value1="90"></param> <param name="Rate" type="All" value1="0.5"></param> <param name="DamageBonus" type="MythUnit" value1="7"></p aram> <param name="AttackAction"></param> <param name="DamageBonus" type="SetAnimal" value1="3"></ param> </action> <action name="Regenerate"> <param name="Rate" type="All" value1="10.0"></param> <param name="Persistent"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="Rate" type="AbstractTemple" value1="1.0"></ param> <param name="TypedRange" type="AbstractTemple" value1="1 .0"></param> </action> <action name="WhirlwindAttack"> <param name="MinimumRange" value1="0.10"></param> <param name="Rate" type="All" value1="0.5"></param> <param name="MuteDamage"></param> <param name="ChargeAction"></param> <param name="AttackAction"></param> <param name="Damage" type="Hack" value1="150.0" value2=" 10.0" options="AttackGAIA|AttackEnemy"></param> <param name="DamageBonus" type="MythUnit" value1="0.20"> </param> </action> <action name="Boost"> <param name="MaximumRange" value1="12"></param> <param name="GiveAttackBoost"></param> <param name="Inactive"></param> <param name="Rate" type="Unit" value1="0.5"></param> </action> </unit> <unit id="367" name="Gargarensis">

<dbid>953</dbid> <displaynameid>18552</displaynameid> <footprint>Footprint Cavalry</footprint> <icon>Scenario G Gargarensis Icon</icon> <maxcontained>1</maxcontained> <initialhitpoints>500.0000</initialhitpoints> <maxhitpoints>500.0000</maxhitpoints> <los>15.0000</los> <portraiticon>Scenario G Gargarensis Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <rechargetime>10.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>3</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18497</rollovertextid> <rolloverbonusdamageid>17267</rolloverbonusdamageid> <rolloveruseagainstid>17337</rolloveruseagainstid> <rollovercounterwithid>17574</rollovercounterwithid> <rolloverupgradeatid>17592</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.95</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype>

<unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>Hero</unittype> <unittype>UnitClass</unittype> <flag>ShowGarrisonButton</flag> <flag>HeroDeath</flag> <flag>NotDeleteable</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag> <flag>CorpseDecays</flag> <flag>HideGarrisonFlag</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="20"></param> <param name="DamageBonus" type="MythUnit" value1="5"></p aram> </action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="2"></param> </action> <action name="Throw"> <param name="MaximumRange" value1="0.1"></param> <param name="DamageBonus" type="All" value1="5"></param> <param name="Rate" type="HumanSoldier" value1="1.0"></pa ram> <param name="Damage" type="Hack" value1="30" value2="15" options="AttackEnemy|AttackGAIAUnits"></param> <param name="ChargeAction"></param> <param name="NoWorkOnFrozenUnits"></param> <param name="NoWorkOnStoneUnits"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param name="AttackAction"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="Rate" type="Temple" value1="1.0"></param> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> </action> </unit> <unit id="368" name="Setna"> <dbid>954</dbid> <displaynameid>18570</displaynameid> <footprint>Footprint Military</footprint> <icon>Special E Setna Icon</icon> <maxcontained>1</maxcontained> <containedattack>0.1000</containedattack> <initialhitpoints>225.0000</initialhitpoints> <maxhitpoints>225.0000</maxhitpoints>

<los>15.0000</los> <portraiticon>Special E Setna Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <birthreplacement>Hero Birth</birthreplacement> <deadreplacement>Hero Death</deadreplacement> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>20.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>3.7000</maxvelocity> <movementtype>land</movementtype> <turnrate>14.0000</turnrate> <projectileprotounit>Priest Projectile</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17896</rollovertextid> <rolloverbonusdamageid>17308</rolloverbonusdamageid> <rolloveruseagainstid>17398</rolloveruseagainstid> <rollovercounterwithid>17553</rollovercounterwithid> <rolloverupgradeatid>17555</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.55</armor> <armor damagetype="Pierce" percentflag="1">0.40</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Hero</unittype>

<unittype>Unit</unittype> <unittype>Military</unittype> <flag>HideGarrisonFlag</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>HeroDeath</flag> <flag>NotDeleteable</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="RangedAttack"> <param name="MaximumRange" value1="6"></param> <param name="DamageBonus" type="MythUnit" value1="6"></p aram> <param <param <param <param <param ></param> <param name="Accuracy" value1="1.0"></param> <param name="AccuracyReductionFactor" value1="0.0"></par am> <param name="AimBonus" value1="0.0"></param> <param name="AttackAction"></param> <param name="Damage" type="Pierce" value1="5"></param> </action> <action name="Regenerate"> <param name="Rate" type="All" value1="1"></param> <param name="Persistent"></param> </action> <action name="Heal"> <param name="MaximumRange" value1="12"></param> <param name="Rate" type="LogicalTypeCanBeHealed" value1= "1.0"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> <param name="Rate" type="Temple" value1="1.0"></param> </action> </unit> <unit id="369" name="Shaba Ka"> <dbid>955</dbid> <displaynameid>18136</displaynameid> <footprint>Footprint Military</footprint> <icon>Scenario Kemsyt Icon</icon> <maxcontained>1</maxcontained> <initialhitpoints>200.0000</initialhitpoints> <maxhitpoints>200.0000</maxhitpoints> <los>17.0000</los> <portraiticon>Scenario Kemsyt Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> name="MaxSpread" value1="0.0"></param> name="Rate" type="All" value1="1.0"></param> name="SpreadFactor" value1="0.0"></param> name="TrackRating" value1="6.0"></param> name="UnintentionalDamageMultiplier" value1="0.0"

<soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>3.7000</maxvelocity> <movementtype>land</movementtype> <turnrate>15.0000</turnrate> <unitaitype>HandCombative</unitaitype> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>17897</rollovertextid> <rolloverbonusdamageid>17309</rolloverbonusdamageid> <rolloveruseagainstid>17399</rolloveruseagainstid> <rollovercounterwithid>17554</rollovercounterwithid> <rolloverupgradeatid>17556</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>AbstractInfantry</unittype> <unittype>Hero</unittype> <unittype>UnitClass</unittype> <flag>NotDeleteable</flag> <flag>ShowGarrisonButton</flag> <flag>HeroDeath</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>DontRotateObstruction</flag>

<flag>CorpseDecays</flag> <flag>HideGarrisonFlag</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="DamageBonus" type="MythUnit" value1="3"></p aram> </action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="1.0"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="Rate" type="Temple" value1="1.0"></param> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> </action> </unit> <unit id="370" name="Odysseus"> <dbid>956</dbid> <displaynameid>18554</displaynameid> <editornameid>20406</editornameid> <footprint>Footprint Military</footprint> <icon>Hero G Oddeysseus</icon> <maxcontained>1</maxcontained> <initialhitpoints>250.0000</initialhitpoints> <maxhitpoints>250.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Hero G Odysseus Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Medium</ballisticbounceproto> <formationcategory>Mobile</formationcategory> <maxvelocity>4.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>20.0000</turnrate> <projectileprotounit>Arrow Flaming</projectileprotounit> <unitaitype>HandCombative</unitaitype> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>18498</rollovertextid> <rolloverbonusdamageid>17295</rolloverbonusdamageid> <rolloveruseagainstid>17379</rolloveruseagainstid> <rollovercounterwithid>17578</rollovercounterwithid> <rolloverupgradeatid>17596</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype>

<unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Hero</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>HideGarrisonFlag</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>HeroDeath</flag> <flag>NotDeleteable</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="RangedAttack"> <param name="MaximumRange" value1="18"></param> <param name="Rate" type="All" value1="1"></param> <param name="Damage" type="Pierce" value1="8"></param> <param name="DamageBonus" type="MythUnit" value1="7"></p aram> <param name="AttackAction"></param> <param name="Accuracy" value1="0.9"></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="SpreadFactor" value1="0.25"></param> <param name="MaxSpread" value1="5.0"></param> <param name="UnintentionalDamageMultiplier" value1="0.30 "></param> <param name="TrackRating" value1="5.0"></param> </action>

<action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="1.5"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> <param name="Rate" type="Temple" value1="1.0"></param> </action> </unit> <unit id="371" name="Chiron"> <dbid>957</dbid> <displaynameid>18550</displaynameid> <editornameid>20405</editornameid> <footprint>Footprint Cavalry</footprint> <icon>hero G Chiron</icon> <maxcontained>1</maxcontained> <containedattack>0.1000</containedattack> <initialhitpoints>275.0000</initialhitpoints> <maxhitpoints>275.0000</maxhitpoints> <los>17.0000</los> <portraiticon>Hero G Chiron icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>15.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.5000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.0000</turnrate> <projectileprotounit>Arrow Flaming</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16439</rollovertextid> <rolloverbonusdamageid>17261</rolloverbonusdamageid> <rolloveruseagainstid>17330</rolloveruseagainstid> <rollovercounterwithid>17548</rollovercounterwithid> <rolloverupgradeatid>17549</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype>

<unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>Hero</unittype> <unittype>UnitClass</unittype> <flag>NotDeleteable</flag> <flag>HeroDeath</flag> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>ConstrainOrientation</flag> <flag>DontRotateObstruction</flag> <flag>CorpseDecays</flag> <flag>HideGarrisonFlag</flag> <flag>ShowGarrisonButton</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="RangedAttack"> <param name="MaximumRange" value1="16"></param> <param name="Rate" type="All" value1="1"></param> <param name="Damage" type="Pierce" value1="7.5"></param> <param name="DamageBonus" type="MythUnit" value1="7"></p aram> <param <param <param <param <param ></param> <param name="AccuracyReductionFactor" value1="1.5"></par am> <param name="AimBonus" value1="15.0"></param> <param name="TrackRating" value1="5.0"></param> <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="1.5"></param> </action> <action name="PickUp"> name="Accuracy" value1="0.9"></param> name="AttackAction"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="UnintentionalDamageMultiplier" value1="0.3"

<param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="Rate" type="Temple" value1="1.0"></param> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> </action> <action name="ChargedRangedAttack"> <param name="MaximumRange" value1="16"></param> <param name="DamageBonus" type="MythUnit" value1="4"></p aram> <param name="TrackRating" value1="10"></param> <param name="Rate" type="AbstractVillager" value1="1.0"> </param> <param <param <param <param <param ram> <param <param <param <param <param ></param> <param name="VolleyMode"></param> </action> </unit> <unit id="372" name="Amanra"> <dbid>958</dbid> <displaynameid>17934</displaynameid> <footprint>Footprint Military</footprint> <icon>Special E Amanra icon</icon> <maxcontained>1</maxcontained> <containedattack>0.0500</containedattack> <initialhitpoints>250.0000</initialhitpoints> <maxhitpoints>250.0000</maxhitpoints> <los>20.0000</los> <portraiticon>Special E Amanra Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>3.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>20.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Aggressive</initialunitaistance> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16440</rollovertextid> <rolloverbonusdamageid>17254</rolloverbonusdamageid> <rolloveruseagainstid>17314</rolloveruseagainstid> <rollovercounterwithid>17416</rollovercounterwithid> <rolloverupgradeatid>17417</rolloverupgradeatid> name="Rate" type="MythUnit" value1="1.0"></param> name="NumberProjectiles" value1="3"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="UnintentionalDamageMultiplier" value1="1.0" name="Accuracy" value1="1.0"></param> name="AttackAction"></param> name="ChargeAction"></param> name="Damage" type="Pierce" value1="25"></param> name="Rate" type="HumanSoldier" value1="1.0"></pa

<armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.50</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Hero</unittype> <unittype>Unit</unittype> <unittype>Military</unittype> <flag>ShowGarrisonButton</flag> <flag>HideGarrisonFlag</flag> <flag>CorpseDecays</flag> <flag>DontRotateObstruction</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>HeroDeath</flag> <flag>NotDeleteable</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <contain>AbstractArcher</contain> <action name="HandAttack"> <param name="MaximumRange" value1="0.3"></param> <param name="Damage" type="Hack" value1="8"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="DamageBonus" type="MythUnit" value1="6"></p aram> <param name="AttackAction"></param> </action> <action name="JumpAttack"> <param name="MaximumRange" value1="9"></param>

<param name="MinimumRange" value1="3"></param> <param name="AttackAction"></param> <param name="DamageBonus" type="MythUnit" value1="6"></p aram> <param name="Rate" type="Unit" value1="1.0"></param> <param name="ChargeAction"></param> <param name="Damage" type="Hack" value1="36" value2="2" options="AttackEnemy"></param> </action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="2"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> <param name="Rate" type="Temple" value1="1.0"></param> </action> </unit> <unit id="373" name="Wall Connector"> <dbid>960</dbid> <displaynameid>16863</displaynameid> <editornameid>20457</editornameid> <icon>improvement stone wall icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Improvement Stone Wall Icon 64</portraiticon> <obstructionradiusx>1.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>3.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>1</allowedage> <cost resourcetype="Gold">3.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">1.0000</bounty> <rollovertextid>16441</rollovertextid> <rollovercounterwithid>17709</rollovercounterwithid> <rolloverupgradeatid>17753</rolloverupgradeatid> <buttonpos row="1" page="2" column="0"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype>

<unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>BuildingClass</unittype> <unittype>Building</unittype> <unittype>AbstractWall</unittype> <tech row="0" page="1" column="0">Stone Wall</tech> <tech row="0" page="1" column="0">Citadel Wall</tech> <tech row="0" page="1" column="0">Fortified Wall</tech> <tech row="0" page="1" column="1">Athenian Wall</tech> <flag>NoIdleActions</flag> <flag>ObscuresUnits</flag> <flag>Doppled</flag> <flag>NonAutoFormedUnit</flag> <flag>CollidesWithProjectiles</flag> <flag>Immoveable</flag> <flag>NoBloodOnDeath</flag> <flag>wallBuild</flag> <flag>DontFadeInOnBuild</flag> <flag>SelectWithObstruction</flag> <flag>DontFlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="374" name="Wall Short"> <dbid>961</dbid> <displaynameid>16864</displaynameid> <editornameid>20455</editornameid> <icon>improvement stone wall icon</icon> <initialhitpoints>600.0000</initialhitpoints> <maxhitpoints>600.0000</maxhitpoints> <los>5.0000</los> <portraiticon>Improvement Stone Wall Icon 64</portraiticon> <obstructionradiusx>2.0000</obstructionradiusx> <obstructionradiusz>1.0000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <buildpoints>6.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>1</allowedage> <cost resourcetype="Gold">6.0000</cost> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">1.0000</bounty> <rollovertextid>17902</rollovertextid> <rollovercounterwithid>17711</rollovercounterwithid> <rolloverupgradeatid>17755</rolloverupgradeatid> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.65</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>AbstractWall</unittype> <unittype>Building</unittype>

<unittype>BuildingClass</unittype> <tech row="0" page="1" column="1">Athenian Wall</tech> <tech row="0" page="1" column="0">Citadel Wall</tech> <tech row="0" page="1" column="0">Fortified Wall</tech> <tech row="0" page="1" column="0">Stone Wall</tech> <flag>NeverShowButton</flag> <flag>NoBloodOnDeath</flag> <flag>ObscuresUnits</flag> <flag>NonAutoFormedUnit</flag> <flag>Immoveable</flag> <flag>DontFlattenGround</flag> <flag>HideFromHelp</flag> <flag>SelectWithObstruction</flag> <flag>DontFadeInOnBuild</flag> <flag>wallBuild</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>NoIdleActions</flag> <flag>UseAlignedObstructionOnMinimap</flag> <flag>Tracked</flag> </unit> <unit id="375" name="Leviathan"> <dbid>964</dbid> <displaynameid>19703</displaynameid> <icon>Special E Leviathan icon</icon> <maxcontained>20</maxcontained> <initialhitpoints>1020.0000</initialhitpoints> <maxhitpoints>1020.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Special E Leviathan Icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Protected</formationcategory> <maxvelocity>4.2000</maxvelocity> <movementtype>water</movementtype> <turnrate>3.0000</turnrate> <unitaitype>HandCombative</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>4</populationcount> <trainpoints>10.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>3</allowedage> <cost resourcetype="Gold">200.0000</cost> <cost resourcetype="Favor">20.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16442</rollovertextid> <rolloveruseagainstid>22101</rolloveruseagainstid> <rollovercounterwithid>19403</rollovercounterwithid> <rolloverupgradeatid>17441</rolloverupgradeatid> <buttonpos row="1" column="0"></buttonpos> <decay delay="2.0000" duration="0.0000"></decay> <armor damagetype="Hack" percentflag="1">0.40</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype>

<unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>MythUnit</unittype> <unittype>Transport</unittype> <flag>AllowAutoGarrison</flag> <flag>FadeOutDecalOnDeath</flag> <flag>CorpseDecays</flag> <flag>NavalUnit</flag> <flag>DecalStickToWaterSurface</flag> <flag>DontRotateObstruction</flag> <flag>TieToWaterSurface</flag> <flag>CollidesWithProjectiles</flag> <flag>ObscuredByUnits</flag> <flag>Tracked</flag> <contain>LogicalTypeGarrisonOnBoats</contain> <contain>Pharaoh of Osiris</contain> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="25"></param> <param name="AttackAction"></param> </action> <action name="MoveByGroup"> <param name="AckSound"></param> </action> </unit> <unit id="376" name="Statue Lion Right"> <dbid>969</dbid> <displaynameid>19646</displaynameid> <editornameid>22588</editornameid> <icon>Building Lion Statue Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>1.0000</los> <portraiticon>Building Lion Statue Icon 64</portraiticon>

<obstructionradiusx>3.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>20802</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>EmbellishmentClass</unittype> <unittype>Building</unittype> <flag>NoHPBar</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>VisibleUnderFog</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>DoNotShowOnMiniMap</flag> <flag>StartOnNoUpdate</flag> <flag>SelectWithObstruction</flag> <flag>FlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="377" name="Statue Lion Left"> <dbid>970</dbid> <displaynameid>19749</displaynameid> <editornameid>22587</editornameid> <icon>Building Lion Statue Icon 64</icon> <initialhitpoints>100.0000</initialhitpoints> <maxhitpoints>100.0000</maxhitpoints> <los>1.0000</los> <portraiticon>Building Lion Statue Icon 64</portraiticon> <obstructionradiusx>3.5000</obstructionradiusx> <obstructionradiusz>1.5000</obstructionradiusz> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>20803</rollovertextid> <decay delay="0.0000" duration="0.5000"></decay> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype>

<unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>Building</unittype> <unittype>EmbellishmentClass</unittype> <flag>FlattenGround</flag> <flag>SelectWithObstruction</flag> <flag>VisibleUnderFog</flag> <flag>NoHPBar</flag> <flag>DontFadeInOnBuild</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag> <flag>ObscuresUnits</flag> <flag>StartOnNoUpdate</flag> <flag>DoNotShowOnMiniMap</flag> <flag>Immoveable</flag> <flag>CollidesWithProjectiles</flag> <flag>Tracked</flag> </unit> <unit id="378" name="Egyptian Vulture"> <dbid>973</dbid> <displaynameid>19489</displaynameid> <icon>Special E Vulture icon</icon> <initialhitpoints>60.0000</initialhitpoints> <maxhitpoints>60.0000</maxhitpoints> <los>22.0000</los> <portraiticon>Special E Vulture icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <maxvelocity>5.0000</maxvelocity> <movementtype>air</movementtype> <turnrate>9.0000</turnrate> <unitaitype>Passive</unitaitype> <cost resourcetype="Food">50.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16436</rollovertextid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.80</armor> <armor damagetype="Pierce" percentflag="1">0.80</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype>

<unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Military</unittype> <unittype>MythUnit</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <unittype>FlyingUnit</unittype> <flag>NotPlayerPlaceable</flag> <flag>DontRotateObstruction</flag> <flag>NoTieToGround</flag> <flag>NoBloodOnDeath</flag> <flag>CollidesWithProjectiles</flag> <flag>FlyingUnit</flag> <flag>ObscuredByUnits</flag> <flag>ShowGarrisonButton</flag> <flag>ApplyHandicapTraining</flag> <flag>NonCollideable</flag> <flag>CorpseDecays</flag> <flag>Tracked</flag> </unit> <unit id="379" name="Reginleif"> <dbid>974</dbid> <displaynameid>18557</displaynameid> <footprint>Footprint Military</footprint> <icon>Scenario N Reginleif Icon</icon> <maxcontained>1</maxcontained> <containedattack>0.1000</containedattack> <initialhitpoints>400.0000</initialhitpoints> <maxhitpoints>400.0000</maxhitpoints> <los>18.0000</los> <portraiticon>Scenario N Reginleif Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Pierce</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <formationcategory>Mobile</formationcategory> <maxvelocity>4.3000</maxvelocity> <movementtype>land</movementtype> <turnrate>18.0000</turnrate> <projectileprotounit>Spear</projectileprotounit> <unitaitype>RangedCombative</unitaitype> <populationcount>2</populationcount> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16437</rollovertextid> <rolloverbonusdamageid>17306</rolloverbonusdamageid> <rolloveruseagainstid>17394</rolloveruseagainstid> <rollovercounterwithid>17576</rollovercounterwithid> <rolloverupgradeatid>17594</rolloverupgradeatid> <armor damagetype="Hack" percentflag="1">0.55</armor> <armor damagetype="Pierce" percentflag="1">0.60</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype>

<unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeGreekHeroes</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleHero</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>UnitClass</unittype> <unittype>Hero</unittype> <unittype>Military</unittype> <unittype>Unit</unittype> <flag>CorpseDecays</flag> <flag>ShowGarrisonButton</flag> <flag>HideGarrisonFlag</flag> <flag>ObscuredByUnits</flag> <flag>CollidesWithProjectiles</flag> <flag>DontRotateObstruction</flag> <flag>NotDeleteable</flag> <flag>HeroDeath</flag> <flag>Tracked</flag> <contain external="1">Relic</contain> <action name="RangedAttack"> <param name="MaximumRange" value1="17"></param> <param name="Rate" type="All" value1="5.0"></param> <param name="Damage" type="Pierce" value1="8"></param> <param name="DamageBonus" type="MythUnit" value1="7"></p aram> <param <param <param <param <param <param <param "></param> <param name="AccuracyReductionFactor" value1="2.0"></par am> <param name="HeightBonusMultiplier" value1="1.25"></para m> </action> <action name="Regenerate"> <param name="Persistent"></param> <param name="Rate" type="All" value1="2"></param> name="TrackRating" value1="5.0"></param> name="AttackAction"></param> name="Accuracy" value1="0.8"></param> name="AimBonus" value1="15.0"></param> name="MaxSpread" value1="5.0"></param> name="SpreadFactor" value1="0.25"></param> name="UnintentionalDamageMultiplier" value1="0.25

</action> <action name="Heal"> <param name="MaximumRange" value1="12"></param> <param name="Rate" type="LogicalTypeCanBeHealed" value1= "4"></param> </action> <action name="PickUp"> <param name="TypedRange" type="Relic" value1="1.0"></par am> </action> <action name="DropOff"> <param name="TypedRange" type="Temple" value1="1.0"></pa ram> <param name="Rate" type="Temple" value1="1.0"></param> </action> </unit> <unit id="380" name="Scout"> <dbid>987</dbid> <displaynameid>16862</displaynameid> <footprint>Hoofprint</footprint> <icon>Cavalry G Scout icon</icon> <initialhitpoints>70.0000</initialhitpoints> <maxhitpoints>70.0000</maxhitpoints> <los>14.0000</los> <portraiticon>Cavalry G Scout Icon 64</portraiticon> <obstructionradiusx>0.7000</obstructionradiusx> <obstructionradiusz>0.7000</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <ballisticbounceproto>Dust Large</ballisticbounceproto> <formationcategory>Mobile</formationcategory> <maxvelocity>5.5000</maxvelocity> <movementtype>land</movementtype> <turnrate>9.0000</turnrate> <unitaitype>Scout</unitaitype> <initialunitaistance>Defensive</initialunitaistance> <populationcount>2</populationcount> <allowedage>1</allowedage> <cost resourcetype="Food">75.0000</cost> <bounty resourcetype="Favor">1.0800</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <rollovertextid>16434</rollovertextid> <buttonpos row="0" column="1"></buttonpos> <armor damagetype="Hack" percentflag="1">0.10</armor> <armor damagetype="Pierce" percentflag="1">0.70</armor> <armor damagetype="Crush" percentflag="1">0.99</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeParticipatesInBattlecries</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeValidFlamingWeaponsTarget</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeFavoriteUnit</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypeCavalryAndScout</unittype>

<unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeVillagersRespondToAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeOdinRegenerates</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>Unit</unittype> <unittype>UnitClass</unittype> <unittype>HumanSoldier</unittype> <unittype>Military</unittype> <unittype>AbstractScout</unittype> <flag>DontRotateObstruction</flag> <flag>ConstrainOrientation</flag> <flag>ObscuredByUnits</flag> <flag>OrientUnitWithGround</flag> <flag>CollidesWithProjectiles</flag> <flag>ShowGarrisonButton</flag> <flag>CorpseDecays</flag> <flag>ApplyHandicapTraining</flag> <flag>Tracked</flag> <command>Work</command> <action name="HandAttack"> <param name="MaximumRange" value1="0.1"></param> <param name="Rate" type="All" value1="1.0"></param> <param name="Damage" type="Hack" value1="2.0"></param> <param name="AttackAction"></param> </action> </unit> <unit id="381" name="Archery Range"> <dbid>996</dbid> <displaynameid>17946</displaynameid> <icon>icon building archery range</icon> <maxcontained>5</maxcontained> <initialhitpoints>1200.0000</initialhitpoints> <maxhitpoints>1200.0000</maxhitpoints> <los>9.0000</los> <portraiticon>Building Archery Range Icon 64</portraiticon> <obstructionradiusx>4.0000</obstructionradiusx> <obstructionradiusz>4.0000</obstructionradiusz> <deadreplacement>Destruction 4x4</deadreplacement> <maxvelocity>0.0000</maxvelocity> <movementtype>land</movementtype> <initialunitaistance>Aggressive</initialunitaistance> <buildpoints>25.0000</buildpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedheightvariance>4.0000</allowedheightvariance> <allowedage>2</allowedage>

<partisantype>Militia</partisantype> <partisancount>3</partisancount> <cost resourcetype="Wood">100.0000</cost> <bounty resourcetype="Favor">4.3200</bounty> <bountyfactor resourcetype="Favor">1.0000</bountyfactor> <bounty resourcetype="Gold">5.0000</bounty> <rollovertextid>16429</rollovertextid> <rollovercounterwithid>17672</rollovercounterwithid> <rolloverupgradeatid>17715</rolloverupgradeatid> <buttonpos row="0" page="2" column="1"></buttonpos> <decay delay="0.0000" duration="1.0000"></decay> <armor damagetype="Hack" percentflag="1">0.30</armor> <armor damagetype="Pierce" percentflag="1">0.96</armor> <armor damagetype="Crush" percentflag="1">0.05</armor> <allowedculture>Greek</allowedculture> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeSiegeAutoAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeBuildingsThatTrainMilitary</unittype> <unittype>LogicalTypeBuildingsNotWalls</unittype> <unittype>LogicalTypeBuildingsNotHouses</unittype> <unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRamAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>Age2Building</unittype> <unittype>ConvertableBuilding</unittype> <unittype>AbstractArcheryRange</unittype> <unittype>BuildingClass</unittype> <unittype>Building</unittype> <unittype>MilitaryBuilding</unittype> <train row="0" page="1" column="0">Toxotes</train> <train row="0" page="1" column="1">Peltast</train> <tech row="1" page="1" column="0">Champion Archers</tech> <tech row="1" page="1" column="0">Medium Archers</tech> <tech row="1" page="1" column="0">Heavy Archers</tech> <tech row="1" page="1" column="1">Levy Archers</tech> <tech row="1" page="1" column="1">Conscript Archers</tech> <tech row="2" page="1" column="0">Enyos Bow of Horror</tech> <tech row="2" page="1" column="2">Shafts of Plague</tech> <tech row="2" page="1" column="1">Sun Ray</tech> <flag>PaintTextureWhenPlacing</flag> <flag>Immoveable</flag> <flag>Doppled</flag> <flag>CollidesWithProjectiles</flag> <flag>DontFadeInOnBuild</flag> <flag>HasGatherPoint</flag> <flag>ObscuresUnits</flag> <flag>NoBloodOnDeath</flag> <flag>NonAutoFormedUnit</flag>

<flag>InitialGarrisonOnly</flag> <flag>SelectWithObstruction</flag> <flag>NoIdleActions</flag> <flag>FlattenGround</flag> <flag>Tracked</flag> </unit> <unit id="382" name="Scorpion Man"> <dbid>1025</dbid> <displaynameid>19742</displaynameid> <footprint>Footprint Scorpion</footprint> <icon>Special E Scorpion Man icon</icon> <initialhitpoints>500.0000</initialhitpoints> <maxhitpoints>500.0000</maxhitpoints> <los>16.0000</los> <portraiticon>Special E ScorpionMan icon 64</portraiticon> <obstructionradiusx>0.9900</obstructionradiusx> <obstructionradiusz>0.9900</obstructionradiusz> <soundvariant>Hack</soundvariant> <ballisticsplashproto>Splash</ballisticsplashproto> <rechargetime>12.0000</rechargetime> <formationcategory>Mobile</formationcategory> <maxvelocity>5.0000</maxvelocity> <movementtype>land</movementtype> <turnrate>13.5000</turnrate> <unitaitype>HandCombative</unitaitype> <populationcount>4</populationcount> <trainpoints>20.0000</trainpoints> <buildingworkrate>1.0000</buildingworkrate> <allowedage>3</allowedage> <cost resourcetype="Wood">150.0000</cost> <cost resourcetype="Favor">25.0000</cost> <bounty resourcetype="Favor">2.1600</bounty> <bountyfactor resourcetype="Favor">0.0000</bountyfactor> <rollovertextid>16430</rollovertextid> <rolloveruseagainstid>17396</rolloveruseagainstid> <rollovercounterwithid>17518</rollovercounterwithid> <rolloverupgradeatid>17499</rolloverupgradeatid> <buttonpos row="0" column="2"></buttonpos> <armor damagetype="Hack" percentflag="1">0.50</armor> <armor damagetype="Pierce" percentflag="1">0.40</armor> <armor damagetype="Crush" percentflag="1">0.80</armor> <unittype>LogicalTypeCanBeHealed</unittype> <unittype>LogicalTypeAffectedByRestoration</unittype> <unittype>LogicalTypeMilitaryUnitsAndBuildings</unittype> <unittype>LogicalTypeTornadoAttack</unittype> <unittype>LogicalTypeConvertsHerds</unittype> <unittype>LogicalTypeValidBoltTarget</unittype> <unittype>LogicalTypeFimbulWinterTCEvalType</unittype> <unittype>LogicalTypeEarthquakeAttack</unittype> <unittype>LogicalTypeValidSpyTarget</unittype> <unittype>LogicalTypeValidShiftingSandsTarget</unittype> <unittype>LogicalTypePredatorsAttack</unittype> <unittype>LogicalTypeNeededForVictory</unittype> <unittype>LogicalTypeHandUnitsAutoAttack</unittype> <unittype>LogicalTypeFavoriteMythUnit</unittype> <unittype>LogicalTypeValidFrostTarget</unittype> <unittype>LogicalTypeLandMilitary</unittype> <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype> <unittype>LogicalTypeAffectedByHealingSpring</unittype> <unittype>LogicalTypeUnitsNotBuildings</unittype>

<unittype>LogicalTypeRangedUnitsAutoAttack</unittype> <unittype>LogicalTypeVillagersAttack</unittype> <unittype>LogicalTypeHandUnitsAttack</unittype> <unittype>LogicalTypeRangedUnitsAttack</unittype> <unittype>LogicalTypeGarrisonOnBoats</unittype> <unittype>LogicalTypeValidForestFireTarget</unittype> <unittype>LogicalTypeSeaSerpentAttack</unittype> <unittype>LogicalTypeValidMeteorTarget</unittype> <unittype>LogicalTypeMinimapFilterMilitary</unittype> <unittype>LogicalTypeIdleMilitary</unittype> <unittype>MythUnit</unittype> <unittype>Military</unittype> <unittype>UnitClass</unittype> <unittype>Unit</unittype> <un