def __init__(self):
self.iChance = 1 ## Base Spawn Chance
self.iAnarchy = 3 ## Multiple of Base Spawn Chance during Anarchy (Triples by Default)
self.iRaging = 2 ## Increase in Difficulty due to Raging Barbs
self.iRadius = 1 ## City Spawn Radius
self.iMinDifficulty = gc.getInfoTypeForString("HANDICAP_NOBLE") ## Does not Spawn at This Difficulty and Below
self.iMaxImmobile = 2 ## Maximum Immobile Turns
## Based on Era, Ancient >>> Future ##
self.lUnits1 = ["UNIT_WARRIOR", "UNIT_AXEMAN", "UNIT_SWORDSMAN", "UNIT_MACEMAN", "UNIT_GRENADIER", "UNIT_TANK", "UNIT_MODERN_ARMOR"]
self.lUnits2 = ["NONE", "UNIT_CHARIOT", "UNIT_HORSE_ARCHER", "UNIT_KNIGHT", "UNIT_CUIRASSIER", "UNIT_CAVALRY", "UNIT_GUNSHIP"]
self.lUnits3 = ["NONE", "NONE", "UNIT_CATAPULT", "UNIT_TREBUCHET", "UNIT_CANNON", "UNIT_ARTILLERY", "UNIT_MOBILE_ARTILLERY"]
self.lUnits4 = ["UNIT_ARCHER", "UNIT_ARCHER", "UNIT_CROSSBOWMAN", "UNIT_MUSKETMAN", "UNIT_RIFLEMAN", "UNIT_INFANTRY", "UNIT_MECHANIZED_INFANTRY"]
## Promotions granted based on Difficulty ##
self.lPromotion1 = ["PROMOTION_COMBAT1"] ## 1 Difficulty Level Higher than Minimum Difficulty (Prince by Default)
self.lPromotion2 = ["PROMOTION_DRILL1"] ## 2 Difficulty Levels Higher than Minimum Difficulty (Monarch by Default)
self.lPromotion3 = ["PROMOTION_CITY_RAIDER1"]
self.lPromotion4 = ["PROMOTION_COMBAT2", "PROMOTION_DRILL2"]
self.lPromotion5 = ["PROMOTION_COMBAT3", "PROMOTION_CITY_RAIDER2"]
self.lPromotion6 = ["PROMOTION_CITY_RAIDER3", "PROMOTION_DRILL3"]
self.lPromotion7 = ["PROMOTION_TACTICS"] ## 7 Difficulty Levels Higher than Minimum Difficulty (Diety with Raging Barbs by Default)
self.lPromotions = [self.lPromotion1, self.lPromotion2, self.lPromotion3, self.lPromotion4, self.lPromotion5, self.lPromotion6, self.lPromotion7]