local isBold = (GameInfo.Leaders[player:GetLeaderType()].Boldness > 5)
-- 1 settler
-- 2 chieftain
-- 3 warlord
if handicapID >= 4 then -- prince
M_InitUnitClass(player, "UNITCLASS_WORKER", plot)
M_InitUnitClass(player, "UNITCLASS_ARCHER", plot)
end
if handicapID >= 5 then -- king
if isCoastal then
M_InitUnitClass(player, "UNITCLASS_WORKBOAT", plot)
M_InitUnitClass(player, "UNITCLASS_TRIREME", plot)
elseif isBold then
M_InitUnitClass(player, "UNITCLASS_WORKER", plot)
M_InitUnitClass(player, "UNITCLASS_ARCHER", plot)
end
capitalCity:SetNumRealBuilding(GetUniqueBuildingID(player, "BUILDINGCLASS_MARKET"), 1)
end
if handicapID >= 6 then -- emperor
if isBold then
M_InitUnitClass(player, "UNITCLASS_SETTLER", plot)
end
M_InitUnitClass(player, "UNITCLASS_ARCHER", plot)
end
if handicapID >= 7 then -- immortal
if isCoastal then
M_InitUnitClass(player, "UNITCLASS_WORKBOAT", plot)
M_InitUnitClass(player, "UNITCLASS_TRIREME", plot)
elseif isBold then
M_InitUnitClass(player, "UNITCLASS_WORKER", plot)
M_InitUnitClass(player, "UNITCLASS_ARCHER", plot)
end
end
if handicapID >= 8 then -- deity
if isBold then
M_InitUnitClass(player, "UNITCLASS_CATAPULT", plot)
else
M_InitUnitClass(player, "UNITCLASS_ARCHER", plot)
end
end