if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,cityX,cityY,3)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,cityX,cityY,1)
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military infantry'))
if( not iMobile == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iMobile,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military mobile'))
if( not iAttack == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iAttack,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military mobile'))
if( not iScout == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iScout,capital.getX(),capital.getY(),1)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iSettler == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iSettler,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
if( barbSettleType == 2 ) : # Builder
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iSettler == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iSettler,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,capital.getX(),capital.getY(),2)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,cityX,cityY,1)
if( not iMobile == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iMobile,cityX,cityY,2)
if( not iAttack == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iAttack,cityX,cityY,1)
pyNewPlayer.initUnit(iAssaultShip,city.getX(),city.getY(),2)
newPlayer.initUnit(gpType,ix,iy,UnitAITypes.NO_UNITAI-1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,cityX,cityY,3)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,cityX,cityY,1)
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,cityX,cityY,2+game.getSorenRandNum(5+extraUnits,'BarbarianCiv: give military infantry'))
if( not iAttack == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iAttack,cityX,cityY,2+game.getSorenRandNum(5+extraUnits,'BarbarianCiv: give military mobile'))
else :
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military infantry'))
if( not iMobile == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iMobile,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military mobile'))
if( not iAttack == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iAttack,cityX,cityY,1+game.getSorenRandNum(4+extraUnits,'BarbarianCiv: give military mobile')
if( not iScout == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iScout,capital.getX(),capital.getY(),1)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iSettler == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iSettler,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
if( barbSettleType == 2 ) : # Builder
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iSettler == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iSettler,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,capital.getX(),capital.getY(),2)
if( not iWorker == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iWorker,capital.getX(),capital.getY(),1)
if( not iBestDefender == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iBestDefender,capital.getX(),capital.getY(),1)
elif( barbSettleType == 1 and (len(cityList) == 1 or newPlayer.getCurrentEra() > 2) ) : # Military extra stuff if small or late
if( not iCounter == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iCounter,cityX,cityY,1)
if( not iMobile == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iMobile,cityX,cityY,2)
if( not iAttack == UnitTypes.NO_UNIT ) : pyNewPlayer.initUnit(iAttack,cityX,cityY,1)