The place to discuss New Units and modifications to existing units.
Unit Entry
Unit Entry
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Code:
Values in optional tags are the default that will be applied if the tag is not present
<UnitInfo>
<Class>UNITCLASS_XXX</Class>
<Type>UNIT_XXX</Type>
<UniqueNames>
<UniqueName>TXT_KEY_XXX</UniqueName>
</UniqueNames>
<Special>NO_SPECIALUNIT</Special>
<Capture>NO_UNIT</Capture>
<Combat>NO_UNITCOMBAT</Combat>
<Domain>NO_DOMAIN</Domain>
<DefaultUnitAI>UNITAI_XXX</DefaultUnitAI>
<Invisible>NO_INVISIBLE</Invisible>
<SeeInvisible>NO_INVISIBLE</SeeInvisible>
<Description>TXT_KEY_UNIT_XXX</Description>
<Civilopedia>TXT_KEY_UNIT_XXX_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_XXX_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_XXX_HELP</Help>
<Advisor>NO_ADVISOR</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bRenderBelowWater>0</bRenderBelowWater>
<bRenderAlways>0</bRenderAlways>
<bSuicide>0</bSuicide>
<bSingleBuild>0</bSingleBuild>
<bLineOfSight>0</bLineOfSight>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>NO_UNITCLASS</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets>
<UnitClassTarget>
<UnitClassTargetType>NO_UNITCLASS</UnitClassTargetType>
<bUnitClassTarget>1</bUnitClassTarget>
</UnitClassTarget>
</UnitClassTargets>
<UnitCombatTargets>
<UnitCombatTarget>
<UnitCombatTargetType>NO_UNITCOMBAT</UnitCombatTargetType>
<bUnitCombatTarget>1</bUnitCombatTarget>
</UnitCombatTarget>
</UnitCombatTargets>
<UnitClassDefenders>
<UnitClassDefender>
<UnitClassDefenderType>NO_UNITCLASS</UnitClassDefenderType>
<bUnitClassDefender>0</bUnitClassDefender>
</UnitClassDefender>
</UnitClassDefenders>
<UnitCombatDefenders>
<UnitCombatDefender>
<UnitCombatDefenderType>NO_UNITCOMBAT</UnitCombatDefenderType>
<bUnitCombatDefender>1</bUnitCombatDefender>
</UnitCombatDefender>
</UnitCombatDefenders>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>NO_UNITCLASS</FlankingStrikeUnitClass>
<iFlankingStrength>0</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>NO_UNITAI</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
<UnitAI>
<UnitAIType>NO_UNITAI</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
<Builds>
<Build>
<BuildType>NO_BUILD</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads>
<ReligionSpread>
<ReligionType>NO_RELIGION</ReligionType>
<iReligionSpread>0</iReligionSpread>
</ReligionSpread>
</ReligionSpreads>
<CorporationSpreads>
<CorporationSpread>
<CorporationType>NO_CORPORATION</CorporationType>
<iCorporationSpread>0</iCorporationSpread>
</CorporationSpread>
</CorporationSpreads>
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>NO_SPECIALIST</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
<SlaveSpecialistType>N0_SPECIALIST</SlaveSpecialistType>
<bSlave>0</bSlave>
<Buildings>
<Building>
<BuildingType>NO_BUILDING</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</Buildings>
<ForceBuildings>
<ForceBuilding>
<BuildingType>NO_BUILDING</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
<HolyCity>NO_RELIGION</HolyCity>
<ReligionType>NO_RELIGION</ReligionType>
<StateReligion>NO_RELIGION</StateReligion>
<PrereqReligion>NO_RELIGION</PrereqReligion>
<PrereqCorporation>NO_CORPORATION</PrereqCorporation>
<PrereqBuilding>NO_BUILDING</PrereqBuilding>
<PrereqTech>NO_TECH</PrereqTech>
<TechTypes>
<PrereqTech>NO_TECH</PrereqTech>
</TechTypes>
<BonusType>NO_BONUS</BonusType>
<PrereqBonuses>
<BonusType>NO_BONUS</BonusType>
</PrereqBonuses>
<PrereqOrCivics>
<PrereqCivic>
<CivicOption>NO_CIVIC</CivicOption>
<bPrereq>0</bPrereq>
</PrereqCivic>
</PrereqOrCivics>
<PrereqAndCivics>
<PrereqCivic>
<CivicOption>NO_CIVIC</CivicOption>
<bPrereq>0</bPrereq>
</PrereqCivic>
</PrereqAndCivics>
<PrereqOrTerrain>
<PrereqTerrain>
<TerrainType>NO_TERRAIN</TerrainType>
<bPrereq>0</bPrereq>
</PrereqTerrain>
</PrereqOrTerrain>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>NO_TERRAIN</TerrainType>
<bPrereq>0</bPrereq>
</PrereqTerrain>
</PrereqAndTerrain>
<PrereqVicinityImprovements>
<PrereqImprovement>
<ImprovementType>NO_IMPROVEMENT</ImprovementType>
<bPrereq>0</bPrereq>
</PrereqImprovement>
</PrereqVicinityImprovements>
<PrereqVicinityFeatures>
<PrereqFeature>
<FeatureType>NO_FEATURE</FeatureType>
<bPrereq>0</bPrereq>
</PrereqFeature>
</PrereqVicinityFeatures>
<PrereqVicinityBonus>NO_BONUS</PrereqVicinityBonus>
<PrereqVicinityBonuses>
<VicinityBonus>NO_BONUS</VicinityBonus>
</PrereqVicinityBonuses>
<PrereqOrBuildingClasses>
<PrereqOrBuildingClass>
<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
<bPrereqBuildingClass>0</bPrereqBuildingClass>
</PrereqOrBuildingClass>
</PrereqOrBuildingClasses>
<PrereqNotBuildingClasses>
<PrereqNotBuildingClass>
<BuildingClassMustNotHave>NO_BUILDINGCLASS</BuildingClassMustNotHave>
<bPrereqNot>0</bPrereqNot>
</PrereqNotBuildingClass>
</PrereqNotBuildingClasses>
<iPrereqPopulation>0</iPrereqPopulation>
<PrereqCultureLevel>NO_CULTURE</PrereqCultureLevel>
<bPrereqPower>0</bPrereqPower>
<bPrereqVault>0</bPrereqVault>
<bPrereqNoVault>0</bPrereqNoVault>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>NO_TRAIT</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors>
<Flavor>
<FlavorType>NO_FLAVOR</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iPopulationCost>0</iPopulationCost>
<iEnslaveCount>0</iEnslaveCount>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>0</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
<TerrainNative>
<TerrainType>NO_TERRAIN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
<FeatureNatives>
<FeatureNative>
<FeatureType>NO_FEATURE</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
</FeatureNatives>
<RouteNatives>
<RouteNative>
<RouteType>NO_ROUTE</RouteType>
<bRouteNative>1</bRouteNative>
</RouteNative>
</RouteNatives>
<RouteImpassables>
<RouteImpassable>
<RouteType>NO_ROUTE</RouteType>
<bRouteImpassable>1</bRouteImpassable>
</RouteImpassable>
</RouteImpassables>
<RouteIgnores>
<RouteIgnore>
<RouteType>NO_ROUTE</RouteType>
<bRouteIgnore>1</bRouteIgnore>
</RouteIgnore>
</RouteIgnores>
<RouteSubstitutes>
<RouteSubstitute>
<RouteType>NO_ROUTE</RouteType>
<SubstituteRouteType>NO_ROUTE</SubstituteRouteType>
</RouteSubstitute>
</RouteSubstitutes>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>NO_TERRAIN</TerrainType>
<iTerrainAttack>0</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses>
<TerrainDefense>
<TerrainType>NO_TERRAIN</TerrainType>
<iTerrainDefense>0</iTerrainDefense>
</TerrainDefense>
</TerrainDefenses>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>NO_FEATURE</FeatureType>
<iFeatureAttack>1</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses>
<FeatureDefense>
<FeatureType>NO_FEATURE</FeatureType>
<iFeatureDefense>1</iFeatureDefense>
</FeatureDefense>
</FeatureDefenses>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>NO_UNITCLASS</UnitClassType>
<iUnitClassMod>0</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods>
<UnitClassDefenseMod>
<UnitClassType>NO_UNITCLASS</UnitClassType>
<iUnitClassMod>0</iUnitClassMod>
</UnitClassDefenseMod>
</UnitClassDefenseMods>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
<iUnitCombatMod>0</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
<UnitCombatCollateralImmune>
<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
</UnitCombatCollateralImmune>
</UnitCombatCollateralImmunes>
<DomainMods>
<DomainMod>
<DomainType>NO_DOMAIN</DomainType>
<iDomainMod>0</iDomainMod>
</DomainMod>
</DomainMods>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>NO_BONUS</BonusType>
<iProductonModifier>0</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NO_SPECIALUNIT</SpecialCargo>
<DomainCargo>NO_DOMAIN</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>0</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.0</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_XXX</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>NO_FORMATION_TYPE</FormationType>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>NO_PROMOTION</PromotionType>
<bFreePromotion>0</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NO_PROMOTION</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<iOrderPriority>0</iOrderPriority>
<TraitCounterMods>
<TraitCounterMod>
<TraitType>NO_TRAIT</TraitType>
<iCounterMod>0</iCounterMod>
</TraitCounterMod>
</TraitCounterMods>
</UnitInfo>