Bryce3
King of Wessex
Let me chime inWhat do you think about Earth 2010 Mod/Scenario?
Looks good. Just a question (or
Let me chime inWhat do you think about Earth 2010 Mod/Scenario?
If you want, I could upload a UN civ I made.
I'm busy in the next days (at least today and tomorrow). Remind me afterwards again.
WarNPeace too?
If you could upload the Peackeeper XML and art that would be good. Is it set to 'Can only defend' like machine gun-if not I'll do it myself.
<UnitInfo>
<Class>UNITCLASS_MODERN_INFANTRY</Class>
<Type>UNIT_MODERN_INFANTRY</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MODERN_INFANTRY</Description>
<Civilopedia>TXT_KEY_UNIT_MODERN_INFANTRY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_MODERN_INFANTRY_STRATEGY</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>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>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
</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_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_PLASTICS</PrereqTech>
<TechTypes>
<PrereqTech>TECH_RIFLING</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>160</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>28</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</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>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_GUN</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>6</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_INFANTRY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_RANGED</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_MODERN_INFANTRY</Class>
<Type>UNIT_PEACEKEEPER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_PEACEKEEPER</Description>
<Civilopedia>TXT_KEY_UNIT_PEACEKEEPER_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>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>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>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
</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_PLASTICS</PrereqTech>
<TechTypes>
<PrereqTech>TECH_RIFLING</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>140</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>26</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</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>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_GUN</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>1</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>4</iAsset>
<iPower>28</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PEACEKEEPER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_CITY_GARRISON1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
Thanks!that's how it's supposed to work
.
Here's the Modern Infantry and Peacekeeper infos I use. I didn't set the Peacekeeper to Defense-only for balance reasons, though the reduced strength and city garrison basically encourages defense.
Spoiler :Code:<UnitInfo> <Class>UNITCLASS_MODERN_INFANTRY</Class> <Type>UNIT_MODERN_INFANTRY</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_GUN</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_MODERN_INFANTRY</Description> <Civilopedia>TXT_KEY_UNIT_MODERN_INFANTRY_PEDIA</Civilopedia> <Strategy>TXT_KEY_UNIT_MODERN_INFANTRY_STRATEGY</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>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>0</bSuicide> <bHiddenNationality>0</bHiddenNationality> <bAlwaysHostile>0</bAlwaysHostile> <UnitClassUpgrades> </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_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_PLASTICS</PrereqTech> <TechTypes> <PrereqTech>TECH_RIFLING</PrereqTech> <PrereqTech>NONE</PrereqTech> <PrereqTech>NONE</PrereqTech> </TechTypes> <BonusType>NONE</BonusType> <PrereqBonuses/> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>160</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>28</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>4</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> <UnitCombatMod> <UnitCombatType>UNITCOMBAT_GUN</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>6</iConscription> <iCultureGarrison>10</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>3</iAsset> <iPower>20</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>0</iRangedWaveSize> <UnitMeshGroup> <iRequired>3</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_MODERN_INFANTRY</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_RANGED</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions/> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo> <UnitInfo> <Class>UNITCLASS_MODERN_INFANTRY</Class> <Type>UNIT_PEACEKEEPER</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_GUN</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_PEACEKEEPER</Description> <Civilopedia>TXT_KEY_UNIT_PEACEKEEPER_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>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>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>0</bSuicide> <bHiddenNationality>0</bHiddenNationality> <bAlwaysHostile>0</bAlwaysHostile> <UnitClassUpgrades> </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_PLASTICS</PrereqTech> <TechTypes> <PrereqTech>TECH_RIFLING</PrereqTech> <PrereqTech>NONE</PrereqTech> <PrereqTech>NONE</PrereqTech> </TechTypes> <BonusType>NONE</BonusType> <PrereqBonuses/> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>140</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>26</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>4</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> <UnitCombatMod> <UnitCombatType>UNITCOMBAT_GUN</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>1</iConscription> <iCultureGarrison>12</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>4</iAsset> <iPower>28</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>0</iRangedWaveSize> <UnitMeshGroup> <iRequired>3</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_PEACEKEEPER</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_DEFAULT</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions> <FreePromotion> <PromotionType>PROMOTION_COMMANDO</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> <FreePromotion> <PromotionType>PROMOTION_CITY_GARRISON1</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> </FreePromotions> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo>
Idea: Who thinks a gunship that can only carry Peacekeepers but has extra movement. Like the peacekeeper it can only defend. What do you think?