-- City raided (Mexico)
if loser.type == unitAliases.City and loser.owner == civ.getTribe(4) then
loser.location.terrainType = 6
local newDisorder = nearestMexicanCity(winner.location,civ.getTribe(4))
gen.setCivilDisorder(newDisorder)
local newCityFire = civ.createUnit(unitAliases.Fire,civ.getTribe(4),loser.location)
unitData.counterSetValue(newCityFire,"restoredMexicanCityTurn",civ.getTurn()+6)
civ.ui.text("We have raided "..newDisorder.name..", Chief. Our braves ran wild in the streets, looting what they could.")
winner.owner.money = winner.owner.money +cityRaidHorsesTable[math.random()]
winner.moveSpent = 255
data.counterAdd("MexicoAnger",2)
end
for unit in civ.iterateUnits() do
local turn = civ.getTurn()
if unit.type == unitAliases.Fire and unitData.counterGetValue(unit,"restoredMexicanCityTurn") <= turn then
civ.createUnit(unitAliases.City,civ.getTribe(4),unit.location)
civ.createUnit(unitAliases.MexMilitia,civ.getTribe(4),unit.location)
civ.createUnit(unitAliases.MexSoldiers,civ.getTribe(4),unit.location)
gen.killUnit(unit)
end
end