Dwarves

code that I had in drive but not submitted: (outdated now)
miner:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_MINER</Class>
<Type>UNIT_DWARF_MINER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_MINER</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_MINER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_PROSPECTOR</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_RAILROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_FORT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_MINING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
<iProductionTrait>10</iProductionTrait>
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_INDUSTRIOUS</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>75</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</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>2</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_REGIMENT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>1</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

townsfolk:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_WORKER</Class>
<Type>UNIT_DWARF_TOWNSFOLK</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_CRAFTER</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_CRAFTER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_MINER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_RAILROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_BAKERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_SHROOMFARM</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_SETTLEMENT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FORT</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_CRAFTING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
<iProductionTrait>25</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>50</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</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>2</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_REGIMENT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>1</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>


 
prospector:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_PROSPECTOR</Class>
<Type>UNIT_DWARF_PROSPECTOR</Type>
<UniqueNames/>
<Special>SPECIALUNIT_PEOPLE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_PROSPECTOR</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_PROSPECTOR_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</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>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_RAILROAD</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_FORT</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>0</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_DWARVEN_INGENUITY</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_INDUSTRIOUS</ProductionTraitType>
<iProductionTrait>25</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>85</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>300</iAdvancedStartCost>
<iAdvancedStartCostIncrease>100</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>2</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>2</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>4</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

warrior:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_WARRIOR</Class>
<Type>UNIT_DWARF_WARRIOR</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WARRIOR</Description>
<Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SPEARMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>20</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</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>35</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>10</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>1</iConscription>
<iCultureGarrison>3</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>10</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_HORDE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>UNIT_DWARF_BERSERKER</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>50</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

axedwarf:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_DWARF_AXEMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_AXEMAN</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_AXEMAN_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_MILITIA_SWORDSMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_IRON</BonusType>
<BonusType>BONUS_COPPER</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>50</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>5</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>2</iConscription>
<iCultureGarrison>4</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>10</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_HORDE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_DWARF</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>UNIT_DWARF_BERSERKER</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>10</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>
 
Dammit! I'm not yet done. :grr:

Umm
townsfolk could upgrade to miner, miner to prospector.
with the appropriate builds-abilities I explained elsewhere.

most warrior classes can spawn a berserker from combat
slayersI>II>III can slay monsters 1/2/3

speardwarf: (replace with gnome warrior allies?)
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SPEARMAN</Class>
<Type>UNIT_DWARF_SPEARMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_SPEARMAN</Description>
<Civilopedia>TXT_KEY_UNIT_SPEARMAN_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_MILITIA_SPEARMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<TechTypes>
<PrereqTech>TECH_HUNTING</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_IRON</BonusType>
<BonusType>BONUS_COPPER</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>60</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>4</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>1</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iUnitCombatMod>50</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>2</iConscription>
<iCultureGarrison>4</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>4</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>4</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_PIKE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_DWARF</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>5</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>UNIT_DWARF_BERSERKER</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>10</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

swordsman/clansman, upgrades to militia-swords/longbeards.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SWORDSMAN</Class>
<Type>UNIT_DWARF_CLANSMEN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_CLANSMAN</Description>
<Civilopedia>TXT_KEY_UNIT_SWORDSMAN_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_MILITIA_SWORDSMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_WARFARE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_IRON</BonusType>
<BonusType>BONUS_COPPER</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>70</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>6</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>1</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>20</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>5</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>3</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>8</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_REGIMENT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_DWARF</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>4</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>UNIT_DWARF_BERSERKER</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>10</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>
 
crossbows:
Spoiler :

<UnitInfo>
<Class>UNITCLASS_CROSSBOWMAN</Class>
<Type>UNIT_DWARF_CROSSBOWMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARCHER</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>DWARF_CROSSBOWMAN</Description>
<Civilopedia>TXT_KEY_UNIT_CROSSBOWMAN_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_INVENTION</PrereqTech>
<TechTypes/>
<BonusType>BONUS_IRON</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>7</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>1</iFirstStrikes>
<iChanceFirstStrikes>1</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>25</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>25</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>50</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>6</iPower>
<UnitMeshGroups>
<iGroupSize>8</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>5</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CROSSBOWMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CROSSBOWMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>6</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CROSSBOWMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_ARCHER</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>7</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_BOWYER</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

sapper- can perform sabotage, destroy ignores building defences, explodes in combat. can build advanced fortifications. Planned for many flavourful unsieging 'spells'.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SAPPER</Class>
<Type>UNIT_DWARF_SAPPER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MILITIA_DWARVEN_SAPPER</Description>
<Civilopedia>TXT_KEY_UNIT_MILITIA_DWARVEN_SAPPER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>1</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>1</bSabotage>
<bDestroy>1</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</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>
<bSuicide>1</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_UPGRADE_FORT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_TOWER</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_DWARVEN_INGENUITY</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FEUDALISM</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>200</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>5</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>2</iFirstStrikes>
<iChanceFirstStrikes>1</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>10</iEvasionProbability>
<iWithdrawalProb>15</iWithdrawalProb>
<iCollateralDamage>100</iCollateralDamage>
<iCollateralDamageLimit>20</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
<iCityAttack>50</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>25</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>5</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_HORDE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>1</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>7</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_BARRACKS</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

berserker: a free unit from some melee combats. has promotion crazed, ignores terrain move mod, suicides, always hostile, can upgrade to slayerI. Should be weak to resist animosity.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_BERSERKER</Class>
<Type>UNIT_DWARF_BERSERKER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_BERSERKER</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_BERSERKER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</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>1</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>1</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>1</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SLAYER_I</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>20</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</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>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</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/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>5</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_HORDE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>1</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>PROMOTION_CRAZED</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>
 
Slayer- has combat bonus 50% vs monsterI-class, 10%vsclassII. crazed. ranger equivalent, can build camp, no bad goodies, etc.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SLAYER_I</Class>
<Type>UNIT_DWARF_SLAYER</Type>
<UniqueNames></UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
<Description>SLAYER</Description>
<Civilopedia>TXT_KEY_UNIT_HUNTER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_HUNTER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>1</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>0</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>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SLAYER_II</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets>
</UnitClassTargets>
<UnitCombatTargets>
</UnitCombatTargets>
<UnitClassDefenders>
</UnitClassDefenders>
<UnitCombatDefenders>
</UnitCombatDefenders>
<FlankingStrikes>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
</NotUnitAIs>
<Builds>
<Build>
<BuildType>BUILD_CAMP</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads>
</ReligionSpreads>
<CorporationSpreads>
</CorporationSpreads>
<GreatPeoples>
</GreatPeoples>
<Buildings>
</Buildings>
<ForceBuildings>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_HUNTING</PrereqTech>
<TechTypes>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
</PrereqBonuses>
<ProductionTraits>
</ProductionTraits>
<Flavors>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>40</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</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>
</TerrainImpassables>
<FeatureImpassables>
</FeatureImpassables>
<TerrainPassableTechs>
</TerrainPassableTechs>
<FeaturePassableTechs>
</FeaturePassableTechs>
<iCombat>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>3</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>-30</iCityAttack>
<iCityDefense>-30</iCityDefense>
<iAnimalCombat>50</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
</TerrainNatives>
<FeatureNatives>
</FeatureNatives>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_I</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_II</UnitClassType>
<iUnitClassMod>10</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods>
</UnitClassDefenseMods>
<UnitCombatMods>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
</UnitCombatCollateralImmunes>
<DomainMods>
</DomainMods>
<BonusProductionModifiers>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>3</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HUNTER</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HUNTER</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HUNTER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>3</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass/>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>PROMOTION_CRAZED</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
</UnitInfo>

slayerII:trollslayer-ranger eq. 80vsMI, 50%vsMII,10%vsMIII, crazed.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SLAYER_II</Class>
<Type>UNIT_DWARF_TROLLSLAYER</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
<Description>TROLLSLAYER</Description>
<Civilopedia>TXT_KEY_UNIT_RANGER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_RANGER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>1</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>1</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SLAYER_III</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets>
</UnitClassTargets>
<UnitCombatTargets>
</UnitCombatTargets>
<UnitClassDefenders>
</UnitClassDefenders>
<UnitCombatDefenders>
</UnitCombatDefenders>
<FlankingStrikes>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
</NotUnitAIs>
<Builds>
<Build>
<BuildType>BUILD_CAMP</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads>
</ReligionSpreads>
<CorporationSpreads>
</CorporationSpreads>
<GreatPeoples>
</GreatPeoples>
<Buildings>
</Buildings>
<ForceBuildings>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_TRACKING</PrereqTech>
<TechTypes>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
</PrereqBonuses>
<ProductionTraits>
</ProductionTraits>
<Flavors>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>150</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>200</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</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>
</TerrainImpassables>
<FeatureImpassables>
</FeatureImpassables>
<TerrainPassableTechs>
</TerrainPassableTechs>
<FeaturePassableTechs>
</FeaturePassableTechs>
<iCombat>6</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>5</iXPValueAttack>
<iXPValueDefense>5</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>-30</iCityAttack>
<iCityDefense>-30</iCityDefense>
<iAnimalCombat>50</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
</TerrainNatives>
<FeatureNatives>
</FeatureNatives>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_I</UnitClassType>
<iUnitClassMod>80</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_II</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_III</UnitClassType>
<iUnitClassMod>10</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods>
</UnitClassDefenseMods>
<UnitCombatMods>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
</UnitCombatCollateralImmunes>
<DomainMods>
</DomainMods>
<BonusProductionModifiers>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>4</iAsset>
<iPower>6</iPower>
<UnitMeshGroups>
<iGroupSize>6</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>6</iMeleeWaveSize>
<iRangedWaveSize>6</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_RANGER</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_RANGER</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_RANGER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_HORDE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>6</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>6</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass\>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>PROMOTION_CRAZED</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
</UnitInfo>

SlayerIII:giantslayer- 80-80-30
Spoiler :

<UnitInfo>
<Class>UNITCLASS_SLAYER_III</Class>
<Type>UNIT_DWARF_GIANTSLAYER</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
<Description>GIANTSLAYER</Description>
<Civilopedia>TXT_KEY_UNIT_SLAYER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>1</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
</UnitClassUpgrades>
<UnitClassTargets>
</UnitClassTargets>
<UnitCombatTargets>
</UnitCombatTargets>
<UnitClassDefenders>
</UnitClassDefenders>
<UnitCombatDefenders>
</UnitCombatDefenders>
<FlankingStrikes>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
</NotUnitAIs>
<Builds>
<Build>
<BuildType>BUILD_CAMP</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads>
</ReligionSpreads>
<CorporationSpreads>
</CorporationSpreads>
<GreatPeoples>
</GreatPeoples>
<Buildings>
</Buildings>
<ForceBuildings>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_MONSTERBONDING</PrereqTech>
<TechTypes>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
</PrereqBonuses>
<ProductionTraits>
</ProductionTraits>
<Flavors>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>240</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>300</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</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>
</TerrainImpassables>
<FeatureImpassables>
</FeatureImpassables>
<TerrainPassableTechs>
</TerrainPassableTechs>
<FeaturePassableTechs>
</FeaturePassableTechs>
<iCombat>10</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>7</iXPValueAttack>
<iXPValueDefense>7</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>-20</iCityAttack>
<iCityDefense>-20</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
</TerrainNatives>
<FeatureNatives>
</FeatureNatives>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_I</UnitClassType>
<iUnitClassMod>80</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_II</UnitClassType>
<iUnitClassMod>80</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MONSTER_III</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods>
</UnitClassDefenseMods>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
</UnitCombatCollateralImmunes>
<DomainMods>
</DomainMods>
<BonusProductionModifiers>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>8</iAsset>
<iPower>13</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>4</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_INCAN_QUECHUA</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions></FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<iCombatDefense>10</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>8</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass/>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>PROMOTION_CRAZED</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
</UnitInfo>

slayers can be upgraded from berserkers (at level 3), the slayer II (6) and III(8) cannot be built but are upgraded.
chariots are not allowed, as dwarves haven't got horses (too big!), smaller beasts of Burden are just not fast enough for shock value.

Hadn't XML-ed further units yet.
These were planned:
Spoiler :
RUNESMITH - FORGERS OF ENCHANTRY - LORE DELVER

BOLT THROWER (BALISTA)
CATAPULT (STONE THROWER)
CANNON -COSMETIC
ORGAN GUN NEW UNIT + EFFECTIVE VS UNITS
MORTAR UPGRADE FROM CATAPULT NEW UNIT + BOMBARD CITY DEFENCES MUST BE DEPLOYED BEFORE USE?
FLAME CANNON IGNORES DEFENCES CANNOT BOMBARD FLAME DAMAGE
FIRE THROWERS
ARTILLERY
STATIC DEFENSIVE ARTILLERY BOLTTHROWERS -> ORGANGUNS
TROLL SLAYERS
GIANTSLAYERS
(SAPPERS)
GNOME WARRIORS +FIRST STRIKE REMOVE 'DWARF RACIAL PROMOTION'
ANIMALS : BEARS/BOARS/WARHOUNDS/ DRAGON
SPELL UNIT: ANCESTRAL HOST GHOSTS/WIGHTS/WRAITHS/SPECTRES
 
most warrior classes can spawn a berserker from combat
slayersI>II>III can slay monsters 1/2/3

That doesn't feel very dwarfy. Why not just have the various Slayer units as buildable units?

Upgrading workers also feels a bit weird. We could implement the worker experience mod (in Fall Further) if you wanted dwarf workers to improve strength and/or build rate over time, though that doesn't feel particularly dwarfy either.
I'd just give the dwarf promotion a +20% build rate, so dwarven workers build faster.
 
in unitclass infos:
Spoiler :

<UnitClassInfo>
<Type>UNITCLASS_MINER</Type>
<Description>TXT_KEY_UNIT_DWARF_MINER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>NONE</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_BERSERKER</Type>
<Description>TXT_KEY_UNIT_BERSERKER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>NONE</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_PROSPECTOR</Type>
<Description>TXT_KEY_UNIT_DWARF_PROSPECTOR</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_DWARF_PROSPECTOR</DefaultUnit>
</UnitClassInfo>

<UnitClassInfo>
<Type>UNITCLASS_SAPPER</Type>
<Description>TXT_KEY_UNIT_DWARF_SAPPER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_DWARF_SAPPER</DefaultUnit>
</UnitClassInfo>

<UnitClassInfo>
<Type>UNITCLASS_SLAYER_I</Type>
<Description>TXT_KEY_UNIT_SLAYER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>NONE</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_SLAYER_II</Type>
<Description>TXT_KEY_UNIT_TROLLSLAYER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>NONE</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_SLAYER_III</Type>
<Description>TXT_KEY_UNIT_DRAGONSLAYER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>NONE</DefaultUnit>
</UnitClassInfo>

in builds:
Spoiler :

<BuildInfo>
<Type>BUILD_DWARVEN_SETTLEMENT</Type>
<Description>TXT_KEY_BUILD_HAMLET</Description>
<Help/>
<PrereqTech>TECH_TRADE</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>1</bKill>
<ImprovementType>IMPROVEMENT_COTTAGE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>250</iTime>
<iProduction>20</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_NEW</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>0</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_T</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildCottage.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,2,7</Button>
</BuildInfo>
<BuildInfo>
<Type>BUILD_DWARVEN_MINE</Type>
<Description>TXT_KEY_BUILD_DWARVEN_MINE</Description>
<Help/>
<PrereqTech>TECH_DWARVEN_INGENUITY</PrereqTech>
<iTime>400</iTime>
<iCost>0</iCost>
<bKill>1</bKill>
<ImprovementType>IMPROVEMENT_DWARVEN_MINE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_MINE</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>300</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_NEW</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>0</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_M</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildMine.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6,7</Button>
</BuildInfo>

<BuildInfo>
<Type>BUILD_SHROOMFARM</Type>
<Description>TXT_KEY_BUILD_SHROOMFARM</Description>
<Help/>
<PrereqTech>TECH_AGRICULTURE</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_SHROOMFARM</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
<FeatureStructs/>
<HotKey>KB_I</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</BuildInfo>

<BuildInfo>
<Type>BUILD_DWARF_STRONGHOLD</Type>
<Description>TXT_KEY_BUILD_DWARF_STRONGHOLD</Description>
<Help/>
<PrereqTech>TECH_MATHEMATICS</PrereqTech>
<iTime>3000</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_DWARF_STRONGHOLD</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>250</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_NEW</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>0</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_F</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>1</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildFort.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,9</Button>
</BuildInfo>
<BuildInfo>
<Type>BUILD_DWARF_BAKERY</Type>
<Description>TXT_KEY_BUILD_DWARF_BAKERY</Description>
<Help/>
<PrereqTech>TECH_CRAFTING</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_DWARF_BAKERY</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_MINE</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>300</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_NEW</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>0</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_I</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildWorkshop.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,8,8</Button>
</BuildInfo>
<BuildInfo>
<Type>BUILD_UPGRADE_FORT</Type>
<Description>BUILD_EXPANDABLE_FORT</Description>
<Help/>
<PrereqTech>TECH_MATHEMATICS</PrereqTech>
<iTime>1000</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_UPGRADE_FORT</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs/>
<HotKey>KB_F</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>1</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildFort.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,9</Button>
</BuildInfo>
<BuildInfo>
<Type>BUILD_TOWER</Type>
<Description>BUILD_TOWER</Description>
<Help/>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>1000</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_TOWER2</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs/>
<HotKey>KB_F</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>1</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildFort.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,9</Button>
</BuildInfo>

note: some experimental builds here.
 
those builds are seen here in the improvements xml:
Spoiler :

<ImprovementInfo>
<Type>IMPROVEMENT_WORKSHOP</Type>
<Description>TXT_KEY_IMPROVEMENT_WORKSHOP</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_WORKSHOP_PEDIA</Civilopedia>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
<PrereqNatureYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>36</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_ALCHEMY</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_ADVANCEDENGINEERING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_DWARVEN_INGENUITY</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>

<ImprovementInfo>
<Type>IMPROVEMENT_DWARVEN_MINE</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARVEN_MINE</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
<PrereqNatureYields/>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>30</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>10</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>20</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_BRIGHTSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COPPER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GROMRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_IRON</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_ITHILMAR</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_WARPSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade>IMPROVEMENT_DWARVEN_DEEP_SHAFT</ImprovementUpgrade>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_ADVANCEDENGINEERING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DWARVEN_DEEP_SHAFT</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARVEN_DEEP_SHAFT</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
<PrereqNatureYields/>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>3</iYieldChange>
<iYieldChange>1</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>30</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>10</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>25</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_BRIGHTSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COPPER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GROMRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_IRON</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_ITHILMAR</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_WARPSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage>IMPROVEMENT_DWARVEN_MINE</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_DWARVEN_OUTPOST</ImprovementUpgrade>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_ADVANCEDENGINEERING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DWARVEN_OUTPOST</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARVEN_OUTPOST</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_TOWN</ArtDefineTag>
<PrereqNatureYields/>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>3</iYieldChange>
<iYieldChange>2</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>20</iAirBombDefense>
<iDefenseModifier>20</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>50</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_BRIGHTSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COPPER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GROMRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_IRON</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_ITHILMAR</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_WARPSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage>IMPROVEMENT_DWARVEN_DEEPSHAFT</ImprovementPillage>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_ADVANCEDENGINEERING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DWARF_STRONGHOLD</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARF_STRONGHOLD</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>180</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>50</iAirBombDefense>
<iDefenseModifier>75</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_SNOW</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>1</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_SHROOMFARM</Type>
<Description>TXT_KEY_IMPROVEMENT_SHROOMFARM</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
<PrereqNatureYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
<IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>30</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
</TerrainMakesValids>
<FeatureMakesValids>
<FeatureMakesValid>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bMakesValid>1</bMakesValid>
</FeatureMakesValid>
</FeatureMakesValids>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_MUSHROOMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5</iDiscoverRand>
<YieldChanges>
<iYieldChange>3</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_IRRIGATION</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DWARF_BAKERY</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARF_BAKERY</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
<PrereqNatureYields/>
<IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>1</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>30</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids>
<FeatureMakesValid>
<FeatureType>FEATURE_MUD</FeatureType>
<bMakesValid>1</bMakesValid>
</FeatureMakesValid>
</FeatureMakesValids>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_SWAMP</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>0</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_TOAD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>0</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_IRRIGATION</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>

again some experimentation going on here. upgradable/pillagable fortifications in fact. see next post.
 
Spoiler :

<ImprovementInfo>
<Type>IMPROVEMENT_TOWER2</Type>
<Description>TXT_KEY_IMPROVEMENT_TOWER2</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_TOWER</ArtDefineTag>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>40</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>40</iUpgradeTime>
<iAirBombDefense>0</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids>
</FeatureMakesValids>
<ImprovementPillage/>
<ImprovementUpgrade>IMPROVEMENT_FORT</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>2</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
-->

<ImprovementInfo>
<Type>IMPROVEMENT_UPGRADE_FORT</Type>
<Description>EXPANDABLE_FORT</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>60</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>20</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>20</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_SNOW</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage>IMPROVEMENT_CITY_RUINS</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_CASTLE</ImprovementUpgrade>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>

<ImprovementInfo>
<Type>IMPROVEMENT_CASTLE</Type>
<Description>CASTLE</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_CASTLE</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>30</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>25</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>10</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids>
</FeatureMakesValids>
<ImprovementPillage>IMPROVEMENT_UPGRADE_FORT</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_CITADEL</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>2</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>

<ImprovementInfo>
<Type>IMPROVEMENT_CITADEL</Type>
<Description>CITADEL</Description>
<Civilopedia/>
<Help/>
<ArtDefineTag>ART_DEF_IMPROVEMENT_CITADEL</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>30</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>15</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids>
</FeatureMakesValids>
<ImprovementPillage>IMPROVEMENT_CASTLE</ImprovementPillage>
<ImprovementUpgrade/>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iVisibilityChange>2</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
 
That doesn't feel very dwarfy. Why not just have the various Slayer units as buildable units?

How do you mean?
have seperate slayer of trolls, slayer of giant rats, slayer of frogs, slayer of dragons, slayer of wyvens, slayer of Ogres, slayer of reatmen, slayer of giants, slayer of sheep, slayer of beer, slayer of nagash, slayer of wolves, slayer of bears, slayer of chaos spawn, slayer of metal, slayer of sorcerors, etc?

The slayers start out with a deathwish (from shame or tragedy) and start out on a quest to kill some powerful adversary, when they are successful, they will advance to a next quest seeking out an even more powerful enemy. Hence the progression from slayer to troll slayer to giantslayer.
Slayers join armies because in battle there can be found death, glory, honour and duty to the clan, but the monsters they seek can also be found fielded by enemies of the dwarves.
Training experienced slayers from a dwarven city is thus undwarven.

Maybe I can add a promotion of slayer, that gives an xp boost as well for killing the right creature?
 
The sapper sounds interesting. It could have a spell that unfortifies units, and another that bombard city defenses.
I don't think that building defenses are working in the mod at the moment however - it would be awesome if you could investigate this.

Building defenses and cultural defenses are all supposed to stack, as in FFH.
So a 20% cultural defense + a 25% defense wall + a 50+ defense castle would give +95% city defense.

But at the moment, I think only the cultural defense actually matters, or the highest level defense (like in vanilla civ).

Build a bunch of defensive structures in a city with some culture; the city will *appear* to have a very high city defense.
However, when you actually select a unit, the defense displayed (and in combat odds) drops down massively. I wonder if all units at the moment are ignoring city walls and castles?
 
I cannot unfortunately test anything as yet.
sabotaging citydefences would be much more effective than bombarding them. Sappers are also more building-assasins and are not likely to be able to deliver a sustained bombardment.
Dwarves get good cannons (and earlier, bolt-throwers) for that ability.

I will be fixing the brightness levels on my dwarf/skaven buttons when I get some time between jobs.

Need to insert mushroom code here:
bonusInfo.xml:
Spoiler :

<BonusInfo>
<Type>BONUS_MUSHROOMS</Type>
<Description>TXT_KEY_BONUS_MUSHROOMS</Description>
<Civilopedia>TXT_KEY_BONUS_MUSHROOMS_PEDIA</Civilopedia>
<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_MUSHROOMS</ArtDefineTag>
<TechReveal>NONE</TechReveal>
<TechCityTrade>TECH_AGRICULTURE</TechCityTrade>
<TechObsolete>NONE</TechObsolete>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>-1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<iAITradeModifier>0</iAITradeModifier>
<iAIObjective>0</iAIObjective>
<iHealth>-1</iHealth>
<iHappiness>+1</iHappiness>
<iPlacementOrder>5</iPlacementOrder>
<iConstAppearance>5</iConstAppearance>
<iMinAreaSize>3</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>80</iMaxLatitude>
<Rands>
<iRandApp1>30</iRandApp1>
<iRandApp2>10</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>0</iPlayer>
<iTilesPer>3</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>0</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>0</bArea>
<bHills>1</bHills>
<bFlatlands>1</bFlatlands>
<bNoRiverSide>0</bNoRiverSide>
<bNormalize>1</bNormalize>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FeatureBooleans>
<FeatureBoolean>
<FeatureType>FEATURE_FOREST</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
</FeatureBooleans>
<FeatureTerrainBooleans>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_HILL</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
</FeatureTerrainBooleans>
<bModifierPerBonus>0</bModifierPerBonus>
<iBadAttitude>0</iBadAttitude>
<iDiscoverRandModifier>1</iDiscoverRandModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iHealChange>0</iHealChange>
<iHealChangeEnemy>0</iHealChangeEnemy>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iMutateChance>0</iMutateChance>
<iResearchModifier>0</iResearchModifier>
<DamageType>NONE</DamageType>
<FreePromotion>NONE</FreePromotion>
</BonusInfo>

ArtDefines_Bonus.xml:
Spoiler :

<BonusArtInfo>
<Type>ART_DEF_BONUS_MUSHROOMS</Type>
<fScale>0.5</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Terrain/Bonus/Mushrooms/Mushrooms.nif</NIF>
<KFM/>
<Button>Art/Interface/Buttons/terrainfeatures/Mushrooms.dds</Button>
<FontButtonIndex>22</FontButtonIndex>
</BonusArtInfo>
 

Attachments

please note this code was all written for .13D+magicmod, it might have aged a little.

...I forgot to post the model/nifs I referenced for the dwarves. Do it tomorrow morning.
edit: civilizationInfos:
Spoiler :

<CivilizationInfo>
<Type>CIVILIZATION_DWARF_COPY</Type>
<Description>TXT_KEY_CIV_DWARVES_COPY_DESC</Description>
<ShortDescription>TXT_KEY_CIV_DWARVES_SHORT_COPY_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_DWARVES_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_DWARVES_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_NORSE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_DWARFS</ArtDefineTag>
<ArtStyleType>ARTSTYLE_DWARVES</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_DWARVES</UnitArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
<Cities>
<City>TXT_KEY_CITY_NAME_KARAZAKARAK</City>
<City>TXT_KEY_CITY_NAME_VALAAZRILUNGOL</City>
<City>TXT_KEY_CITY_NAME_KARAKAZUL</City>
<City>TXT_KEY_CITY_NAME_KARAKAZGAL</City>
<City>TXT_KEY_CITY_NAME_KARAKDRAZH</City>
<City>TXT_KEY_CITY_NAME_KARAKKADRIN</City>
<City>TXT_KEY_CITY_NAME_KARAKVARN</City>
<City>TXT_KEY_CITY_NAME_KARAKVLAG</City>
<City>TXT_KEY_CITY_NAME_KARAKUNGOR</City>
<City>TXT_KEY_CITY_NAME_ZHUFBAR</City>
<City>TXT_KEY_CITY_NAME_BARAKVARR</City>
<City>TXT_KEY_CITY_NAME_KARAGDRON</City>
<City>TXT_KEY_CITY_NAME_EKRUND</City>
<City>TXT_KEY_CITY_NAME_KARAKIZOR</City>
<City>TXT_KEY_CITY_NAME_VALHORN</City>
<City>TXT_KEY_CITY_NAME_BUDRIKHORN</City>
<City>TXT_KEY_CITY_NAME_KARAKHIRN</City>
<City>TXT_KEY_CITY_NAME_KARAKNORN</City>
<City>TXT_KEY_CITY_NAME_KRAKADRAK</City>
<City>TXT_KEY_CITY_NAME_KAZRADKAIN</City>
<City>TXT_KEY_CITY_NAME_KARAKTARUN</City>
<City>TXT_KEY_CITY_NAME_KARAKZORN</City>
<City>TXT_KEY_CITY_NAME_KARAGDUM</City>
<City>TXT_KEY_CITY_NAME_KARAKDAR</City>
<City>TXT_KEY_CITY_NAME_KARAKHARK</City>
<City>TXT_KEY_CITY_NAME_ZHORACKUBAN</City>
<City>TXT_KEY_CITY_NAME_KARAKPRAM</City>
<City>TXT_KEY_CITY_NAME_KARAKOROD</City>
<City>TXT_KEY_CITY_NAME_KARAKKOLN</City>
<City>TXT_KEY_CITY_NAME_KARAKBALG</City>
<City>TXT_KEY_CITY_NAME_KARAKURTH</City>
<City>TXT_KEY_CITY_NAME_KARAKUNGRIM</City>
<City>TXT_KEY_CITY_NAME_KARAKMINGOL</City>
<City>TXT_KEY_CITY_NAME_KARAZLUMBAR</City>
<City>TXT_KEY_CITY_NAME_KADARGRAVNING</City>
<City>TXT_KEY_CITY_NAME_KARAKBAZIK</City>
<City>TXT_KEY_CITY_NAME_KARAKZULVOR</City>
<City>TXT_KEY_CITY_NAME_KARAKDAWR</City>
<City>TXT_KEY_CITY_NAME_KARAKAZKAHR</City>
</Cities>
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_CHAOS_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SALVATION_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_DESTRUCTION_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SPIRITUALITY_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_ELVEN_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_IMMORTALITY_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_OLDONES_SHRINE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_ARCHERY_RANGE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_ETERNAL_TOWER</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_WEAPONSMITH</BuildingClassType>
<BuildingType>BUILDING_RUNEFORGE</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_ASSASSIN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BEASTMASTER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<!-- <Unit>
<UnitClassType>UNITCLASS_BOLTTHROWER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit> -->
<Unit>
<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

<Unit>
<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
<UnitType>UNIT_CHARIOT_DWARFS</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HALBERDIER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT_KHORNE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT_REALM</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT_PEGASUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT_QUEST</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT_GRAIL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MARAUDER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MENATARMS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MONSTER_I</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MONSTER_II</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MONSTER_III</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_NAUTILUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<!-- <Unit>
<UnitClassType>UNITCLASS_ARCHER</UnitClassType>
<UnitType>UNIT_DWARVEN_SLINGER</UnitType>
</Unit> -->
<Unit>
<UnitClassType>UNITCLASS_MILITIA_ARCHER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LONGBOWMAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
<UnitType>UNIT_DWARF_CROSSBOWMAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_STEAMTANK</UnitClassType>
<UnitType>UNIT_DEATHROLLER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_CHARIOT</UnitClassType>
<UnitType>UNIT_WAR_CHARIOT_DWARFS</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WARLOCK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

<Unit>
<UnitClassType>UNITCLASS_GIANTRAT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

<!--
RUNESMITH - FORGERS OF ENCHANTRY - LORE DELVER

BOLT THROWER (BALISTA)
CATAPULT (STONE THROWER)
CANNON -COSMETIC
ORGAN GUN NEW UNIT + EFFECTIVE VS UNITS
MORTAR UPGRADE FROM CATAPULT NEW UNIT + BOMBARD CITY DEFENCES MUST BE DEPLOYED BEFORE USE?
FLAME CANNON IGNORES DEFENCES CANNOT BOMBARD FLAME DAMAGE
FIRE THROWERS
ARTILLERY
STATIC DEFENSIVE ARTILLERY BOLTTHROWERS -> ORGANGUNS
TROLL SLAYERS
GIANTSLAYERS
(SAPPERS)
GNOME WARRIORS +FIRST STRIKE REMOVE 'DWARF RACIAL PROMOTION'
ANIMALS : BEARS/BOARS/WARHOUNDS/ DRAGON
SPELL UNIT: ANCESTRAL HOST GHOSTS/WIGHTS/WRAITHS/SPECTRES

-->
<Unit>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<UnitType>UNIT_DWARF_TOWNSFOLK</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MINER</UnitClassType>
<UnitType>UNIT_DWARF_MINER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PROSPECTOR</UnitClassType>
<UnitType>UNIT_DWARF_PROSPECTOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SAPPER</UnitClassType>
<UnitType>UNIT_DWARF_SAPPER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
<UnitType>UNIT_DWARF_BERSERKER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SLAYER_I</UnitClassType>
<UnitType>UNIT_DWARF_SLAYER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SLAYER_II</UnitClassType>
<UnitType>UNIT_DWARF_TROLLSLAYER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SLAYER_III</UnitClassType>
<UnitType>UNIT_DWARF_GIANTSLAYER</UnitType>
</Unit>
<!--
HAMMERER +4 (VS MELEE)
CLANSMEN +1
IRON BREAKERS +3
LONG BEARDS +2 (ROYAL GUARD)

CROSSBOWMEN

(WARIORS) -
THUNDERERS -->
<Unit>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<UnitType>UNIT_DWARF_WARRIOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SPEARMAN</UnitClassType>
<UnitType>UNIT_DWARF_SPEARMAN</UnitType> <!-- GNOMES ? -->
</Unit>
<Unit>
<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
<UnitType>UNIT_DWARF_AXEMAN</UnitType> <!-- HAMMERER -->
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SWORDMAN</UnitClassType>
<UnitType>UNIT_DWARF_CLANSMAN</UnitType> <!-- CLANSMAN -->
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MILITIA_SWORDMAN_</UnitClassType>
<UnitType>UNIT_DWARF_IRON_BREAKER</UnitType>
</Unit>
<!--
<Unit>
<UnitClassType>UNITCLASS_ROYAL_GUARD</UnitClassType>
<UnitType>UNIT_DWARF_HAMMERERS</UnitType>
</Unit> -->
</Units>
<FreeUnitClasses>
<FreeUnitClass>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
</FreeUnitClasses>
<FreeBuildingClasses>
<FreeBuildingClass>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bFreeBuildingClass>1</bFreeBuildingClass>
</FreeBuildingClass>
</FreeBuildingClasses>
<FreeTechs>
<FreeTech>
<TechType>TECH_MINING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_DWARVEN_INGENUITY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<DisableTechs>
<DisableTech>
<TechType>TECH_HIGHMAGIC</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_DARKMAGIC</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_ELEMENTAL_MAGIC</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_AIR</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_EARTH</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_FIRE</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_WATER</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_ICE</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_PRISMATIC_MAGIC</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_LIGHT</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_GREY</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_JADE</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_AMETHYST</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_CELESTIAL</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_BRIGHT</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_GOLD</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_AMBER</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_RAWMAGIC</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_NECROMANCY</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
</DisableTechs>
<InitialCivics>
<CivicType>CIVIC_FIST_LAW</CivicType>
<CivicType>CIVIC_WARLORDS</CivicType>
<CivicType>CIVIC_TRIBALISM</CivicType>
<CivicType>CIVIC_DECENTRALIZATION</CivicType>
<CivicType>CIVIC_SHAMANISM</CivicType>
<CivicType>CIVIC_ORAL_TRADITION</CivicType>
</InitialCivics>
<AnarchyCivics>
<CivicType>CIVIC_FIST_LAW</CivicType>
<CivicType>CIVIC_WARLORDS</CivicType>
<CivicType>CIVIC_TRIBALISM</CivicType>
<CivicType>CIVIC_DECENTRALIZATION</CivicType>
<CivicType>CIVIC_SHAMANISM</CivicType>
<CivicType>CIVIC_ORAL_TRADITION</CivicType>
</AnarchyCivics>
<Leaders>
<Leader>
<LeaderName>LEADER_THORGRIM</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_BARAGOR</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
<DerivativeCiv>NONE</DerivativeCiv>
<CivilizationSelectionSound>AS3D_RUSSIA_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_RUSSIA_ORDER</CivilizationActionSound>
<DefaultRace>PROMOTION_DWARF</DefaultRace>
</CivilizationInfo>
 
How about mines that provide defensive bonuses?
 
How about mines that provide defensive bonuses?

Possible. But dwarves will already get hill strength bonuses, - do they really need more defensive bonuses?
I'd say its not worth trying to create a new improvement for just this, much simpler to just keep them with normal mines.

Also, unlike say wood elves, dwarves defend by going and hiding in their impenetrable fortress, not by fighting in the surrounding terrain. Wood elves are just the opposite; they fight by assaulting invaders in the forests before they reach their cities.

So, wood elves get big combat bonuses for forests and ancient forests, but no particular city defenses.
Dwarves are very strong in their cities, but not much stronger than any other faction in the field.
 
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