Arexack_heretic
Emperor
code that I had in drive but not submitted: (outdated now)
miner:
<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:
<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>
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>