<?xml version="1.0"?>

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		<Flag>Projectile</Flag>
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	<Unit id ='14' name ='UIArmyBannerVillager'>
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	<Unit id ='15' name ='UIArmyBannerHand'>
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		<AnimFile>ui\banners\banner_hand.xml</AnimFile>
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		<Flag>Immoveable</Flag>
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		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
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	<Unit id ='16' name ='UIArmyBannerRanged'>
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		<AnimFile>ui\banners\banner_ranged.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='17' name ='UIArmyBannerCavalry'>
		<DBID>156</DBID>
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		<AnimFile>ui\banners\banner_cavalry.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='18' name ='UIArmyBannerArtillery'>
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		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_artillery.xml</AnimFile>
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		<TrainPoints>0.0000</TrainPoints>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
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		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='19' name ='UIArmyBannerNaval'>
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		<AnimFile>ui\banners\banner_naval.xml</AnimFile>
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		<Flag>NotSearchable</Flag>
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		<Flag>Immoveable</Flag>
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		<Flag>NoHPBar</Flag>
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		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='20' name ='UIArmyBannerHero'>
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		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
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		<AnimFile>ui\banners\banner_hero.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
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		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
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	<Unit id ='21' name ='UIArmyBannerBuilding'>
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		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_building.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='22' name ='UIBannerIdleVillager'>
		<DBID>161</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlevillager.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='23' name ='UIBannerIdleSoldier'>
		<DBID>162</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlesoldier.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='24' name ='UIBannerTownBell'>
		<DBID>163</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_townbell.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='25' name ='FirewoodPile'>
		<DBID>168</DBID>
		<DisplayNameID>24805</DisplayNameID>
		<EditorNameID>24806</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\firewood_pile.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='26' name ='DuneGrass'>
		<DBID>184</DBID>
		<DisplayNameID>24879</DisplayNameID>
		<EditorNameID>24880</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\plants\dune_grass.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='27' name ='TerrainRevealer'>
		<DBID>191</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>20.0000</Lifespan>
		<LOS>16.0000</LOS>
		<Decay delay ='0.0000' duration ='1.0000'></Decay>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='28' name ='PropsColony'>
		<DBID>243</DBID>
		<DisplayNameID>25552</DisplayNameID>
		<EditorNameID>25553</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_colony.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>VariationLocked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='29' name ='PropsPottedPlants'>
		<DBID>244</DBID>
		<DisplayNameID>25556</DisplayNameID>
		<EditorNameID>25555</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_signs.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='30' name ='PropsPoles'>
		<DBID>245</DBID>
		<DisplayNameID>25557</DisplayNameID>
		<EditorNameID>25558</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_poles.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>VariationLocked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='31' name ='PropsNative'>
		<DBID>247</DBID>
		<DisplayNameID>25571</DisplayNameID>
		<EditorNameID>25572</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\propsnative.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='32' name ='Skulls'>
		<DBID>255</DBID>
		<DisplayNameID>25851</DisplayNameID>
		<EditorNameID>25852</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\skulls\skulls.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='33' name ='Rain'>
		<DBID>259</DBID>
		<DisplayNameID>25872</DisplayNameID>
		<EditorNameID>25875</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\rain.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='34' name ='ArrivalFlag'>
		<DBID>273</DBID>
		<DisplayNameID>26007</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\waypointflag.xml</AnimFile>
		<RolloverTextID>26008</RolloverTextID>
		<ShortRolloverTextID>26009</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='35' name ='RiverPropsAm'>
		<DBID>280</DBID>
		<DisplayNameID>26057</DisplayNameID>
		<EditorNameID>26058</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverprops_am.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='36' name ='Rubble'>
		<DBID>281</DBID>
		<EditorNameID>26071</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\rubble_4x4.xml</AnimFile>
		<Lifespan>10.0000</Lifespan>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='37' name ='UnderbrushAmazon'>
		<DBID>282</DBID>
		<DisplayNameID>26072</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\underbrush_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='38' name ='GroundPropsAm'>
		<DBID>283</DBID>
		<DisplayNameID>26076</DisplayNameID>
		<EditorNameID>26075</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\groundprops_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='39' name ='RiverPlantsAm'>
		<DBID>285</DBID>
		<DisplayNameID>26082</DisplayNameID>
		<EditorNameID>26083</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverplants_am.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='40' name ='CinematicBlock'>
		<DBID>286</DBID>
		<DisplayNameID>26090</DisplayNameID>
		<EditorNameID>26091</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='41' name ='Bat'>
		<DBID>287</DBID>
		<DisplayNameID>26094</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\bat\bat_flock.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='42' name ='Macaw'>
		<DBID>288</DBID>
		<DisplayNameID>26098</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\macaw\macaw.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
	</Unit>
	<Unit id ='43' name ='CinematicRevealer'>
		<DBID>293</DBID>
		<DisplayNameID>26145</DisplayNameID>
		<EditorNameID>26146</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>12.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='44' name ='OpenbrushAmazon'>
		<DBID>301</DBID>
		<DisplayNameID>26198</DisplayNameID>
		<EditorNameID>26199</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\openbrush_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='45' name ='SnowyOwl'>
		<DBID>328</DBID>
		<DisplayNameID>26512</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\snow_owl\snow_owl.xml</AnimFile>
		<Icon>units\animals\snow_owl\snow_owl_icon</Icon>
		<PortraitIcon>units\animals\snow_owl\snow_owl_icon</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='46' name ='CanadaGoose'>
		<DBID>329</DBID>
		<DisplayNameID>26513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\canadian_goose\canadian_goose.xml</AnimFile>
		<Icon>units\animals\canadian_goose\canadian_goose_icon</Icon>
		<PortraitIcon>units\animals\canadian_goose\canadian_goose_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='47' name ='Eagle'>
		<DBID>338</DBID>
		<DisplayNameID>26799</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\eagle\eagle.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='48' name ='FootprintHuman'>
		<DBID>339</DBID>
		<DisplayNameID>26817</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_human.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='49' name ='FootprintHorse'>
		<DBID>341</DBID>
		<DisplayNameID>26819</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_horse.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='50' name ='FootprintAnimal'>
		<DBID>342</DBID>
		<DisplayNameID>26820</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_animal.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='51' name ='GooseFlock'>
		<DBID>349</DBID>
		<DisplayNameID>27169</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\canadian_goose\goose_flock.xml</AnimFile>
		<Icon>units\animals\canadian_goose\canadian_goose_icon</Icon>
		<PortraitIcon>units\animals\canadian_goose\canadian_goose_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
	</Unit>
	<Unit id ='52' name ='CinematicRevealerToAll'>
		<DBID>350</DBID>
		<DisplayNameID>27174</DisplayNameID>
		<EditorNameID>27175</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer_all.xml</AnimFile>
		<LOS>12.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>GivesLOSToAll</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>OnlyInEditor</Flag>
	</Unit>
	<Unit id ='53' name ='SnowDrift'>
		<DBID>373</DBID>
		<DisplayNameID>27957</DisplayNameID>
		<EditorNameID>27958</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\blowing_snow.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='54' name ='UnderbrushYukon'>
		<DBID>403</DBID>
		<DisplayNameID>28217</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yukon\underbrush_yuk.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='55' name ='RiverPropsYuk'>
		<DBID>404</DBID>
		<DisplayNameID>28221</DisplayNameID>
		<EditorNameID>28222</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\yukon\riverprops_yuk.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='56' name ='GroundPropsYuk'>
		<DBID>405</DBID>
		<DisplayNameID>28223</DisplayNameID>
		<EditorNameID>28224</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yukon\groundprops_yuk.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
	</Unit>
	<Unit id ='57' name ='SocketIconNative'>
		<DBID>408</DBID>
		<DisplayNameID>29879</DisplayNameID>
		<EditorNameID>30035</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<ShortRolloverTextID>38252</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='58' name ='Hawk'>
		<DBID>414</DBID>
		<DisplayNameID>28251</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\hawk\hawk.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='59' name ='Vulture'>
		<DBID>415</DBID>
		<DisplayNameID>28252</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\vulture\vulture.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='60' name ='UnderbrushSaguenay'>
		<DBID>427</DBID>
		<DisplayNameID>28470</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\saguenay\underbrush_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='61' name ='GroundPropsSag'>
		<DBID>428</DBID>
		<DisplayNameID>28472</DisplayNameID>
		<EditorNameID>28473</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\saguenay\groundprops_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
	</Unit>
	<Unit id ='62' name ='UnderbrushTexas'>
		<DBID>485</DBID>
		<DisplayNameID>29047</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\underbrush_tex.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='63' name ='BigPropTexas'>
		<DBID>492</DBID>
		<DisplayNameID>29111</DisplayNameID>
		<EditorNameID>29112</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\bigprop_texas.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='64' name ='CoastalRocksSaguenay'>
		<DBID>494</DBID>
		<DisplayNameID>29121</DisplayNameID>
		<EditorNameID>29122</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\saguenay\coastalrocks_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='65' name ='UnderbrushNewEngland'>
		<DBID>495</DBID>
		<DisplayNameID>29156</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\underbrush_ne.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='66' name ='BigPropNewEngland'>
		<DBID>496</DBID>
		<DisplayNameID>29157</DisplayNameID>
		<EditorNameID>29158</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\bigprop_ne.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='67' name ='UnderbrushGreatPlains'>
		<DBID>504</DBID>
		<DisplayNameID>29317</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\underbrush_gp.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
	</Unit>
	<Unit id ='68' name ='TreeGreatPlainsGrass'>
		<DBID>505</DBID>
		<EditorNameID>29324</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplainsgrass.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='69' name ='TreeGreatPlainsGrassGreen'>
		<DBID>510</DBID>
		<EditorNameID>29366</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplainsgrassgreen.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Doppled</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='70' name ='Travois'>
		<DBID>511</DBID>
		<DisplayNameID>29375</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trade\travois.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>29374</RolloverTextID>
		<ShortRolloverTextID>29373</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='71' name ='RiverRocksSmall'>
		<DBID>513</DBID>
		<DisplayNameID>29414</DisplayNameID>
		<EditorNameID>30890</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\river_rocks_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='72' name ='GroundDecalGP'>
		<DBID>522</DBID>
		<DisplayNameID>29629</DisplayNameID>
		<EditorNameID>29630</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\grounddecal_gp.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='73' name ='BuzzardFlock'>
		<DBID>529</DBID>
		<DisplayNameID>29675</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\buzzard\buzzard_path.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
	</Unit>
	<Unit id ='74' name ='Waves'>
		<DBID>531</DBID>
		<DisplayNameID>29706</DisplayNameID>
		<EditorNameID>29707</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\waves\waves.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='75' name ='SocketIconTradeRoute'>
		<DBID>541</DBID>
		<DisplayNameID>29880</DisplayNameID>
		<EditorNameID>30036</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Icon>ui\trade_route\trade1</Icon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<ShortRolloverTextID>38251</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>HideResourceInventory</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='76' name ='RuinWallSmall'>
		<DBID>544</DBID>
		<DisplayNameID>29909</DisplayNameID>
		<EditorNameID>29910</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_small.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='77' name ='RuinWallMedium'>
		<DBID>545</DBID>
		<DisplayNameID>29911</DisplayNameID>
		<EditorNameID>29912</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_medium.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='78' name ='RuinWallLarge'>
		<DBID>546</DBID>
		<DisplayNameID>29913</DisplayNameID>
		<EditorNameID>29914</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_large.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='79' name ='SocketTupi'>
		<DBID>563</DBID>
		<DisplayNameID>29953</DisplayNameID>
		<EditorNameID>30000</EditorNameID>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\tupi_archer_portrait</PortraitIcon>
		<RolloverTextID>32940</RolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
	</Unit>
	<Unit id ='80' name ='ShorelineFoam'>
		<DBID>578</DBID>
		<DisplayNameID>30081</DisplayNameID>
		<EditorNameID>30082</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\waves\shoreline_foam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
	</Unit>
	<Unit id ='81' name ='ShorelineRockBigNE'>
		<DBID>579</DBID>
		<DisplayNameID>30083</DisplayNameID>
		<EditorNameID>30084</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_big_ne.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='82' name ='ShorelineRockSmallNE'>
		<DBID>580</DBID>
		<DisplayNameID>30085</DisplayNameID>
		<EditorNameID>30086</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_small_ne.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='83' name ='BlackbirdFlock'>
		<DBID>586</DBID>
		<DisplayNameID>30122</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\flock_of_birds\bird_flock.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='84' name ='RiverFlow'>
		<DBID>590</DBID>
		<DisplayNameID>30155</DisplayNameID>
		<EditorNameID>30896</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\river_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='85' name ='RiverEdgeFlow'>
		<DBID>591</DBID>
		<DisplayNameID>30159</DisplayNameID>
		<EditorNameID>30897</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\river_edge_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='86' name ='CliffFoliageNE'>
		<DBID>612</DBID>
		<DisplayNameID>30339</DisplayNameID>
		<EditorNameID>30340</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\cliff_rock_ne.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='87' name ='RiverRocksLarge'>
		<DBID>638</DBID>
		<DisplayNameID>30889</DisplayNameID>
		<EditorNameID>30891</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\river_rocks_large.xml</AnimFile>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='88' name ='ShallowRocksSmall'>
		<DBID>639</DBID>
		<DisplayNameID>30892</DisplayNameID>
		<EditorNameID>30893</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\shallow_rocks_small.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='89' name ='ShallowRocksLarge'>
		<DBID>640</DBID>
		<DisplayNameID>30894</DisplayNameID>
		<EditorNameID>30895</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\shallow_rocks_large.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='90' name ='ShallowFlow'>
		<DBID>641</DBID>
		<DisplayNameID>30900</DisplayNameID>
		<EditorNameID>30901</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\shallow_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>525.0000</InitialHitpoints>
		<MaxHitpoints>525.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='91' name ='EaglesNest'>
		<DBID>642</DBID>
		<DisplayNameID>30908</DisplayNameID>
		<EditorNameID>30910</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\animals\eagle\eagles_nest.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='92' name ='Dynamite'>
		<DBID>695</DBID>
		<DisplayNameID>32275</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\dynamite.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='93' name ='UnderbrushPampas'>
		<DBID>719</DBID>
		<DisplayNameID>32575</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\pampas\underbrush_pam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='94' name ='RiverShallowsPam'>
		<DBID>720</DBID>
		<DisplayNameID>32600</DisplayNameID>
		<EditorNameID>32601</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_shallows_pam.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='95' name ='RiverObjectsPam'>
		<DBID>721</DBID>
		<DisplayNameID>32602</DisplayNameID>
		<EditorNameID>32603</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_objects_pam.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='96' name ='UnderbrushRockies'>
		<DBID>724</DBID>
		<DisplayNameID>32623</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\rockies\underbrush_roc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='97' name ='UnderbrushRockiesSnow'>
		<DBID>725</DBID>
		<DisplayNameID>32624</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\rockies\underbrush_snow_roc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='98' name ='SPCFlag'>
		<DBID>728</DBID>
		<DisplayNameID>32671</DisplayNameID>
		<EditorNameID>32672</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_flag\spc_flag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='99' name ='UnderbrushCarolinas'>
		<DBID>733</DBID>
		<DisplayNameID>32705</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='100' name ='UnderbrushCarolinasMarsh'>
		<DBID>735</DBID>
		<DisplayNameID>32744</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_marsh_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='101' name ='UnderbrushCarolinasForest'>
		<DBID>736</DBID>
		<DisplayNameID>32745</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_forest_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='102' name ='SPCCasualties'>
		<DBID>752</DBID>
		<DisplayNameID>32941</DisplayNameID>
		<EditorNameID>32942</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\casualties\casualties.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>OrientUnitWithGround</Flag>
	</Unit>
	<Unit id ='103' name ='SPCCasualtyCart'>
		<DBID>753</DBID>
		<DisplayNameID>32943</DisplayNameID>
		<EditorNameID>32944</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\casualties\casualty_cart.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='104' name ='IGCStuartsHead'>
		<DBID>770</DBID>
		<DisplayNameID>33161</DisplayNameID>
		<EditorNameID>33162</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\stuart_black\stuarts_head.xml</AnimFile>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='105' name ='CinematicBlockCube'>
		<DBID>773</DBID>
		<DisplayNameID>33278</DisplayNameID>
		<EditorNameID>33279</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\cinematic_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='106' name ='SpyglassRevealer'>
		<DBID>775</DBID>
		<DisplayNameID>33287</DisplayNameID>
		<EditorNameID>33288</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>18.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='107' name ='IGCDynamiteKeg'>
		<DBID>776</DBID>
		<DisplayNameID>33304</DisplayNameID>
		<EditorNameID>33305</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\dynamite_keg\dynamite_keg.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='108' name ='ShorelinePlantCAR'>
		<DBID>778</DBID>
		<DisplayNameID>33317</DisplayNameID>
		<EditorNameID>33318</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\carolinas\shoreline_plant_car.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='109' name ='IGCGunpowderSparks'>
		<DBID>779</DBID>
		<DisplayNameID>33319</DisplayNameID>
		<EditorNameID>33320</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\spc\gunpowder_sparks\gunpowder_sparks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='110' name ='IGCGunpowderTrail'>
		<DBID>780</DBID>
		<DisplayNameID>33321</DisplayNameID>
		<EditorNameID>33322</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\dynamite_keg\gunpowder_trail.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='111' name ='UnderbrushYucatan'>
		<DBID>782</DBID>
		<DisplayNameID>33328</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yucatan\underbrush_yuc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='112' name ='GatherFlagEconomy'>
		<DBID>783</DBID>
		<DisplayNameID>33341</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_economy.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuredByUnits</Flag>
	</Unit>
	<Unit id ='113' name ='GatherFlagMilitary'>
		<DBID>784</DBID>
		<DisplayNameID>33342</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_military.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='114' name ='DuckFamily'>
		<DBID>805</DBID>
		<DisplayNameID>33670</DisplayNameID>
		<EditorNameID>33671</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>units\animals\duck\duck_family.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
	</Unit>
	<Unit id ='115' name ='SPCPathBlock1'>
		<DBID>812</DBID>
		<DisplayNameID>33736</DisplayNameID>
		<EditorNameID>33737</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock1.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontMarkExtraFog</Flag>
	</Unit>
	<Unit id ='116' name ='SPCPathBlock2'>
		<DBID>813</DBID>
		<DisplayNameID>33738</DisplayNameID>
		<EditorNameID>33739</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock2.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontMarkExtraFog</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='117' name ='SPCPathBlock3'>
		<DBID>814</DBID>
		<DisplayNameID>33740</DisplayNameID>
		<EditorNameID>33741</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock3.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontMarkExtraFog</Flag>
	</Unit>
	<Unit id ='118' name ='Graves'>
		<DBID>815</DBID>
		<DisplayNameID>33754</DisplayNameID>
		<EditorNameID>33755</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\graves\graves.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='119' name ='TorchProjectile'>
		<DBID>822</DBID>
		<DisplayNameID>33808</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\torch_projectile.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='120' name ='SPCFalcon'>
		<DBID>831</DBID>
		<DisplayNameID>34030</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\spc\warwick\spc_falcon.xml</AnimFile>
		<Icon>units\spc\warwick\igc_falcon_portrait</Icon>
		<PortraitIcon>units\spc\warwick\igc_falcon_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='121' name ='PropTurtles'>
		<DBID>832</DBID>
		<DisplayNameID>34032</DisplayNameID>
		<EditorNameID>34033</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\turtle\turtle.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='122' name ='PropFish'>
		<DBID>833</DBID>
		<DisplayNameID>34034</DisplayNameID>
		<EditorNameID>34035</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\bass_fish\bass_fish.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='123' name ='PropSwan'>
		<DBID>834</DBID>
		<DisplayNameID>34036</DisplayNameID>
		<EditorNameID>34037</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\swan\swan.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='124' name ='PropKingfisher'>
		<DBID>835</DBID>
		<DisplayNameID>34038</DisplayNameID>
		<EditorNameID>34039</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\kingfisher\kingfisher.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='125' name ='PropEaglesRocks'>
		<DBID>838</DBID>
		<DisplayNameID>34077</DisplayNameID>
		<EditorNameID>34078</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\eagle\eagles_rocks.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
	</Unit>
	<Unit id ='126' name ='PropVulturePerching'>
		<DBID>839</DBID>
		<DisplayNameID>34079</DisplayNameID>
		<EditorNameID>34080</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\vulture\vulture_perching.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='127' name ='ArrowFlaming'>
		<DBID>840</DBID>
		<DisplayNameID>34094</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow_flaming.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='128' name ='SPCPopBlock'>
		<DBID>854</DBID>
		<DisplayNameID>34418</DisplayNameID>
		<EditorNameID>34419</EditorNameID>
		<PopulationCapAddition>15</PopulationCapAddition>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='129' name ='UnderbrushCalifornia'>
		<DBID>859</DBID>
		<DisplayNameID>34444</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\california\underbrush_cal.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='130' name ='MapObjective'>
		<DBID>863</DBID>
		<DisplayNameID>34564</DisplayNameID>
		<EditorNameID>36700</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>12.0000</LOS>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='131' name ='IGCShipwreck'>
		<DBID>876</DBID>
		<DisplayNameID>34655</DisplayNameID>
		<EditorNameID>34656</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\spc\igc_shipwreck\igc_shipwreck.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NavalUnit</Flag>
	</Unit>
	<Unit id ='132' name ='RiverPropsNWTerritory'>
		<DBID>877</DBID>
		<DisplayNameID>34659</DisplayNameID>
		<EditorNameID>34660</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\nwterritory\riverprops_nwt.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='133' name ='SPCDamagedProps'>
		<DBID>878</DBID>
		<DisplayNameID>34663</DisplayNameID>
		<EditorNameID>34664</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_colony_damaged\props_colony_damaged.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='134' name ='PropGrassFire'>
		<DBID>881</DBID>
		<DisplayNameID>34683</DisplayNameID>
		<EditorNameID>34685</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\fire\prop_grass_fire.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='135' name ='PropGrassShort'>
		<DBID>882</DBID>
		<DisplayNameID>34687</DisplayNameID>
		<EditorNameID>34688</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\grass_short.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='136' name ='PropDeadTree'>
		<DBID>883</DBID>
		<DisplayNameID>34691</DisplayNameID>
		<EditorNameID>34692</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\trees\tree_dead.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='137' name ='BigPropGeyser'>
		<DBID>889</DBID>
		<DisplayNameID>34757</DisplayNameID>
		<EditorNameID>34758</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\geyser.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Doppled</Flag>
		<Flag>NoIdleActions</Flag>
	</Unit>
	<Unit id ='138' name ='PropsCave'>
		<DBID>891</DBID>
		<DisplayNameID>34852</DisplayNameID>
		<EditorNameID>34853</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\cave\cave_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
	</Unit>
	<Unit id ='139' name ='IGCFlotsam'>
		<DBID>903</DBID>
		<DisplayNameID>34944</DisplayNameID>
		<EditorNameID>34945</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\spc\igc_shipwreck\igc_flotsam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='140' name ='SPCFixedGunBase'>
		<DBID>905</DBID>
		<DisplayNameID>34954</DisplayNameID>
		<EditorNameID>34955</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>34953</RolloverTextID>
		<ShortRolloverTextID>34952</ShortRolloverTextID>
		<LOS>75.0000</LOS>
		<Bounty>300.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DontFlattenGround</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id ='141' name ='SPCFixedGunBaseRuins'>
		<DBID>907</DBID>
		<DisplayNameID>34981</DisplayNameID>
		<EditorNameID>34982</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_base_ruins.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>34980</RolloverTextID>
		<ShortRolloverTextID>34979</ShortRolloverTextID>
		<LOS>75.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>BuildingClass</UnitType>
		<Flag>DontFlattenGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id ='142' name ='TownCenterObstruction'>
		<DBID>909</DBID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<LOS>0.0000</LOS>
		<Flag>NonSolid</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
	</Unit>
	<Unit id ='143' name ='Duck'>
		<DBID>917</DBID>
		<DisplayNameID>35278</DisplayNameID>
		<EditorNameID>35279</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>units\animals\duck\duck.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='144' name ='SPCAztecMap'>
		<DBID>928</DBID>
		<DisplayNameID>35608</DisplayNameID>
		<EditorNameID>35609</EditorNameID>
		<ObstructionRadiusX>14.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>18.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_courtyard\spc_aztec_map.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NonSolid</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='145' name ='SPCDrydock'>
		<DBID>930</DBID>
		<DisplayNameID>35628</DisplayNameID>
		<EditorNameID>35629</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\dry_dock\spc_dry_dock.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\dock\dock_icon</Icon>
		<PortraitIcon>buildings\dock\dock_portrait</PortraitIcon>
		<RolloverTextID>35631</RolloverTextID>
		<ShortRolloverTextID>35632</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='146' name ='BuildingRubble3x3'>
		<DBID>931</DBID>
		<EditorNameID>35643</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_3x3.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='147' name ='BuildingRubble4x4'>
		<DBID>932</DBID>
		<EditorNameID>35645</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_4x4.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
	</Unit>
	<Unit id ='148' name ='BuildingRubble2x2'>
		<DBID>933</DBID>
		<EditorNameID>35665</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_2x2.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='149' name ='BuildingRubble5x3'>
		<DBID>934</DBID>
		<EditorNameID>35667</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x3.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
	</Unit>
	<Unit id ='150' name ='BuildingRubble5x5'>
		<DBID>935</DBID>
		<EditorNameID>35669</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x5.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='151' name ='SPCDamagedCannons'>
		<DBID>937</DBID>
		<DisplayNameID>35729</DisplayNameID>
		<EditorNameID>35730</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\damaged_cannons\damaged_cannons.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='152' name ='GatherFlagNaval'>
		<DBID>938</DBID>
		<DisplayNameID>35752</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_naval.xml</AnimFile>
		<Icon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</Icon>
		<PortraitIcon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='153' name ='UnderbrushTexasGrass'>
		<DBID>952</DBID>
		<DisplayNameID>35955</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\underbrush_grass_tex.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='154' name ='DuckFlock'>
		<DBID>953</DBID>
		<DisplayNameID>35981</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\duck\duck_flock.xml</AnimFile>
		<Icon>units\animals\elk\elk_icon_32x32</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='155' name ='CityStreets'>
		<DBID>956</DBID>
		<DisplayNameID>36109</DisplayNameID>
		<EditorNameID>36110</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\city\city_streets.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>SelectWithObstruction</Flag>
	</Unit>
	<Unit id ='156' name ='Hoop'>
		<DBID>957</DBID>
		<DisplayNameID>36173</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\hoop.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='157' name ='PropBlizzard'>
		<DBID>958</DBID>
		<DisplayNameID>36203</DisplayNameID>
		<EditorNameID>36205</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\BlizzardFX.xml</AnimFile>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>NoHPBar</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='158' name ='UnderbrushPatagoniaDirt'>
		<DBID>963</DBID>
		<DisplayNameID>36426</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\patagonia\underbrush_dirt_pat.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='159' name ='UnderbrushPatagoniaSnow'>
		<DBID>964</DBID>
		<DisplayNameID>36427</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\patagonia\underbrush_snow_pat.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='160' name ='SPCMudTrail'>
		<DBID>965</DBID>
		<DisplayNameID>36435</DisplayNameID>
		<EditorNameID>36436</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\spc_mud_trail.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>SelectWithObstruction</Flag>
	</Unit>
	<Unit id ='161' name ='StartledBirds'>
		<DBID>973</DBID>
		<DisplayNameID>36769</DisplayNameID>
		<EditorNameID>36771</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\spc\startledbirds.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>525.0000</InitialHitpoints>
		<MaxHitpoints>525.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='162' name ='UnderbrushForest'>
		<DBID>975</DBID>
		<DisplayNameID>36868</DisplayNameID>
		<EditorNameID>36869</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_forest.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='163' name ='UnderbrushDesert'>
		<DBID>976</DBID>
		<DisplayNameID>36870</DisplayNameID>
		<EditorNameID>36871</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_desert.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='164' name ='UnderbrushCoast'>
		<DBID>977</DBID>
		<DisplayNameID>36872</DisplayNameID>
		<EditorNameID>36873</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_coast.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='165' name ='UnderbrushLake'>
		<DBID>978</DBID>
		<DisplayNameID>36874</DisplayNameID>
		<EditorNameID>36875</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_lake.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='166' name ='UnderbrushJungle'>
		<DBID>979</DBID>
		<DisplayNameID>36876</DisplayNameID>
		<EditorNameID>36877</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_jungle.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='167' name ='UnderbrushSnow'>
		<DBID>980</DBID>
		<DisplayNameID>36878</DisplayNameID>
		<EditorNameID>36879</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_snow.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='168' name ='MoveTo'>
		<DBID>982</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\moveto.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='169' name ='SPCRailwayProps'>
		<DBID>985</DBID>
		<DisplayNameID>37254</DisplayNameID>
		<EditorNameID>37255</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_railway_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='170' name ='SPCRails'>
		<DBID>986</DBID>
		<DisplayNameID>37258</DisplayNameID>
		<EditorNameID>37259</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_rails.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='171' name ='NativeTownObstruction'>
		<DBID>988</DBID>
		<DisplayNameID>41609</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</LOS>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>OnlyInEditor</Flag>
	</Unit>
	<Unit id ='172' name ='SPCAztecProps'>
		<DBID>991</DBID>
		<DisplayNameID>37326</DisplayNameID>
		<EditorNameID>37327</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\aztec_props\spc_aztec_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='173' name ='SPCTrainParts'>
		<DBID>993</DBID>
		<DisplayNameID>37344</DisplayNameID>
		<EditorNameID>37345</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_trainparts.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='174' name ='RocketShell'>
		<DBID>994</DBID>
		<DisplayNameID>37462</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\rocket.xml</AnimFile>
		<Lifespan>5.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='175' name ='SMBuffaloCookpot'>
		<DBID>995</DBID>
		<DisplayNameID>37468</DisplayNameID>
		<EditorNameID>37469</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='176' name ='SMBuffaloFence'>
		<DBID>996</DBID>
		<DisplayNameID>37470</DisplayNameID>
		<EditorNameID>37471</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_fence.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='177' name ='SMBuffaloMixerPoker'>
		<DBID>997</DBID>
		<DisplayNameID>37472</DisplayNameID>
		<EditorNameID>37473</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='178' name ='SMBuffaloPickerSitting'>
		<DBID>998</DBID>
		<DisplayNameID>37474</DisplayNameID>
		<EditorNameID>37475</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='179' name ='SMBuffaloStoryTelling'>
		<DBID>999</DBID>
		<DisplayNameID>37476</DisplayNameID>
		<EditorNameID>37477</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='180' name ='SMNWCookpot'>
		<DBID>1000</DBID>
		<DisplayNameID>37478</DisplayNameID>
		<EditorNameID>37479</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='181' name ='SMNWFence'>
		<DBID>1001</DBID>
		<DisplayNameID>37484</DisplayNameID>
		<EditorNameID>37485</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_fence.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='182' name ='SMNWMixerPoker'>
		<DBID>1002</DBID>
		<DisplayNameID>37486</DisplayNameID>
		<EditorNameID>37487</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_nw_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='183' name ='SMNWPickerSitting'>
		<DBID>1003</DBID>
		<DisplayNameID>37488</DisplayNameID>
		<EditorNameID>37489</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_nw_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='184' name ='SMNWStoryTelling'>
		<DBID>1004</DBID>
		<DisplayNameID>37490</DisplayNameID>
		<EditorNameID>37491</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_nw_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='185' name ='SMIncanCookpot'>
		<DBID>1005</DBID>
		<DisplayNameID>37492</DisplayNameID>
		<EditorNameID>37493</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='186' name ='SMIncanFence'>
		<DBID>1006</DBID>
		<DisplayNameID>37494</DisplayNameID>
		<EditorNameID>37495</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_fence.xml</AnimFile>
		<AnimStateMachine>sm_incan_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='187' name ='SMIncanMixerPoker'>
		<DBID>1007</DBID>
		<DisplayNameID>37496</DisplayNameID>
		<EditorNameID>37497</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_incan_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='188' name ='SMIncanPickerSitting'>
		<DBID>1008</DBID>
		<DisplayNameID>37498</DisplayNameID>
		<EditorNameID>37499</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_incan_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='189' name ='SMIncanStoryTelling'>
		<DBID>1009</DBID>
		<DisplayNameID>37500</DisplayNameID>
		<EditorNameID>37501</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_incan_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='190' name ='SMTupiCookpot'>
		<DBID>1010</DBID>
		<DisplayNameID>37502</DisplayNameID>
		<EditorNameID>37503</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_tupi_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='191' name ='SMTupiFence'>
		<DBID>1011</DBID>
		<DisplayNameID>37504</DisplayNameID>
		<EditorNameID>37505</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_fence.xml</AnimFile>
		<AnimStateMachine>sm_tupi_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='192' name ='SMTupiMixerPoker'>
		<DBID>1012</DBID>
		<DisplayNameID>37506</DisplayNameID>
		<EditorNameID>37507</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_tupi_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='193' name ='SMTupiPickerSitting'>
		<DBID>1013</DBID>
		<DisplayNameID>37508</DisplayNameID>
		<EditorNameID>37509</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_tupi_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='194' name ='SMTupiStoryTelling'>
		<DBID>1014</DBID>
		<DisplayNameID>37510</DisplayNameID>
		<EditorNameID>37511</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_tupi_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='195' name ='Knife'>
		<DBID>1038</DBID>
		<DisplayNameID>42367</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\knife.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='196' name ='Tomahawk'>
		<DBID>1039</DBID>
		<DisplayNameID>42395</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\tomahawk.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='197' name ='SPCPropClubman'>
		<DBID>1041</DBID>
		<EditorNameID>42408</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Tactics>predatorHandInfantry.tactics</Tactics>
	</Unit>
	<Unit id ='198' name ='SPCPropRifleman'>
		<DBID>1042</DBID>
		<EditorNameID>42412</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>predatorRifle.tactics</Tactics>
	</Unit>
	<Unit id ='199' name ='GreatBombardBall'>
		<DBID>1047</DBID>
		<DisplayNameID>42965</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\great_bombard_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='200' name ='RussianGreatCannonBall'>
		<DBID>1048</DBID>
		<DisplayNameID>42966</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\spc_russian_great_cannonball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='201' name ='FixedGunBall'>
		<DBID>1049</DBID>
		<DisplayNameID>42967</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\fixed_gun_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='202' name ='BuildingRubbleCabinNugget'>
		<DBID>1050</DBID>
		<EditorNameID>43021</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin_dead.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='203' name ='BuildingRubble6x6'>
		<DBID>1051</DBID>
		<EditorNameID>43029</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_6x6.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay ='0.0000' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='204' name ='IGCFishingBoat'>
		<DBID>1052</DBID>
		<EditorNameID>43061</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\naval\fishing_ship\igc_fishing_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
	</Unit>
	<Unit id ='205' name ='IGCGreatBombard'>
		<DBID>1053</DBID>
		<EditorNameID>43065</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>2.0000</TurnRate>
		<AnimFile>units\artillery\great_bombard\igc_great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<InitialHitpoints>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>133.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>700.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>IGCgreatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>48.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='206' name ='Condor'>
		<DBID>1054</DBID>
		<DisplayNameID>43114</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\condor\condor.xml</AnimFile>
		<Icon>units\animals\condor\condor_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='207' name ='Parrot'>
		<DBID>1055</DBID>
		<DisplayNameID>43116</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\macaw\parrot.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='208' name ='Seagull'>
		<DBID>1056</DBID>
		<DisplayNameID>43117</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\seagull\seagull.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='209' name ='InvisibleProjectileNoTracer'>
		<DBID>1071</DBID>
		<DisplayNameID>43316</DisplayNameID>
		<EditorNameID>43317</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='210' name ='MediocreBombardBall'>
		<DBID>1072</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>10.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\capybara\capybara.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='211' name ='LazerBeam'>
		<DBID>1073</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\laserbeam.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='212' name ='Settler'>
		<DBID>1</DBID>
		<DisplayNameID>22806</DisplayNameID>
		<EditorNameID>34132</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>22814</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train row ='0' page ='6' column ='3'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='1'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Outpost</Train>
		<Train row ='0' page ='6' column ='5'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='6'>TradingPost</Train>
		<Train row ='0' page ='6' column ='7'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>Bank</Train>
		<Train row ='0' page ='6' column ='9'>Church</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='11'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train page ='255' column ='1'>WallStraight5</Train>
		<Train page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Huntable'>4.000000</DamageBonus>
			<DamageBonus type ='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.000000</Rate>
			<Rate type ='Manor'>1.000000</Rate>
			<Rate type ='House'>1.000000</Rate>
			<Rate type ='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.500000</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='Plantation'>0.500000</Rate>
			<Rate type ='Herdable'>2.000000</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1.000000</Rate>
			<Rate type ='Huntable'>1.000000</Rate>
			<Rate type ='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='213' name ='Pikeman'>
		<DBID>2</DBID>
		<DisplayNameID>22807</DisplayNameID>
		<EditorNameID>25026</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\pikeman\pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\pikeman\pikeman_icon</Icon>
		<PortraitIcon>units\infantry\pikeman\pikeman_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>22813</RolloverTextID>
		<ShortRolloverTextID>25696</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>40.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='214' name ='Musketeer'>
		<DBID>3</DBID>
		<DisplayNameID>22805</DisplayNameID>
		<EditorNameID>25023</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>22812</RolloverTextID>
		<ShortRolloverTextID>25669</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='215' name ='Mill'>
		<DBID>4</DBID>
		<DisplayNameID>22804</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\mill\mill.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>buildings\mill\mill_icon</Icon>
		<PortraitIcon>buildings\mill\mill_portrait</PortraitIcon>
		<RolloverTextID>22811</RolloverTextID>
		<ShortRolloverTextID>25665</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype ='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>Economic</UnitType>
		<Tech row ='1' page ='1' column ='0'>SeedDrill</Tech>
		<Tech row ='1' page ='1' column ='0'>ArtificialFertilizer</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>mill.tactics</Tactics>
	</Unit>
	<Unit id ='216' name ='Explorer'>
		<DBID>9</DBID>
		<DisplayNameID>22824</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\explorers\explorer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\explorers\explorer_portrait</Icon>
		<PortraitIcon>units\explorers\explorer_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>22823</RolloverTextID>
		<ShortRolloverTextID>25633</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Flag>HeroName2</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3.000000</Rate>
			<Rate type ='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='217' name ='Caravel'>
		<DBID>10</DBID>
		<DisplayNameID>22826</DisplayNameID>
		<EditorNameID>25489</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\caravel_ship\caravel_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\caravel_ship\caravel_ship_icon</Icon>
		<PortraitIcon>units\naval\caravel_ship\caravel_ship_portrait</PortraitIcon>
		<RolloverTextID>22830</RolloverTextID>
		<ShortRolloverTextID>25618</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.670000</Rate>
			<Rate type ='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='218' name ='Sheep'>
		<DBID>11</DBID>
		<DisplayNameID>22829</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\sheep\sheep.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\sheep\sheep_icon_64</Icon>
		<PortraitIcon>units\animals\sheep\sheep_icon_portrait</PortraitIcon>
		<RolloverTextID>22828</RolloverTextID>
		<ShortRolloverTextID>25709</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>300.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Food</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='219' name ='Bison'>
		<DBID>12</DBID>
		<DisplayNameID>22832</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\bison\bison.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bison\bison_icon_64</Icon>
		<PortraitIcon>units\animals\bison\bison_icon_portrait</PortraitIcon>
		<RolloverTextID>22844</RolloverTextID>
		<ShortRolloverTextID>25612</ShortRolloverTextID>
		<InitialHitpoints>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='220' name ='TradingPost'>
		<DBID>14</DBID>
		<DisplayNameID>22837</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\trading_post.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>tradepost.xml</PlacementFile>
		<Icon>buildings\trading_post\trading_post_icon</Icon>
		<PortraitIcon>buildings\trading_post\trading_post_portrait</PortraitIcon>
		<RolloverTextID>22836</RolloverTextID>
		<ShortRolloverTextID>25735</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<SocketUnitType>TradePostSocket</SocketUnitType>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTypeVictoryPointBuilding</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='2'>NatMedicineMan</Train>
		<Train row ='0' page ='0' column ='1'>NatAxeRiderDogSoldier</Train>
		<Train row ='0' page ='0' column ='0'>NatSharktoothBowman</Train>
		<Train row ='0' page ='0' column ='0'>NatAxeRider</Train>
		<Train row ='0' page ='0' column ='1'>NatMantlet</Train>
		<Train row ='0' page ='0' column ='0'>NatHuaminca</Train>
		<Train row ='0' page ='0' column ='1'>NatBolasWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatJaguarWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatClubman</Train>
		<Train row ='0' page ='0' column ='0'>NatTracker</Train>
		<Train row ='0' page ='0' column ='0'>NatTomahawk</Train>
		<Train row ='0' page ='0' column ='0'>NatRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlowgunWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatHorseArcher</Train>
		<Train row ='0' page ='0' column ='0'>NatHolcanSpearman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlackwoodArcher</Train>
		<Train row ='0' page ='0' column ='1'>NatEagleWarrior</Train>
		<Train row ='0' page ='0' column ='1'>CoureurCree</Train>
		<Tech row ='0' page ='2' column ='1'>NatTextileCraftsmanship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatLacrosse</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionSeminoles</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMustangs</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChinampa</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseBreeding</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionComanche</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKasiriBeer</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGarlandWars</Tech>
		<Tech row ='0' page ='1' column ='1'>NatCeremonialFeast</Tech>
		<Tech row ='0' page ='2' column ='1'>NatSequoyahSyllabary</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTradeLanguage</Tech>
		<Tech row ='0' page ='2' column ='1'>NatForestBurning</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChocolateRecipes</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionNootka</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionAztecs</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGuerillaWars</Tech>
		<Tech row ='0' page ='2' column ='1'>NatIroquoisLeague</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMorningWars</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionIroquois</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCherokee</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCree</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionInca</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionLakota</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTupi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBowyery</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKinship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatRoadbuilding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTanning</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBarkClothing</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCaribs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMaya</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGarifunaDrums</Tech>
		<Tech row ='0' page ='2' column ='1'>NatWarDance</Tech>
		<Tech row ='0' page ='2' column ='1'>NatCottonArmor</Tech>
		<Tech row ='0' page ='2' column ='1'>NatPoisonArrowFrogs</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBasketweaving</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMetalworking</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHuntingGrounds</Tech>
		<Tech row ='0' page ='2' column ='1'>NatAnimalLore</Tech>
		<Tech row ='0' page ='2' column ='1'>NatPotlatch</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChasquisMessengers</Tech>
		<Tech row ='0' page ='2' column ='1'>NatCalendar</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCherokee</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseTrading</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCree</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyInca</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyIroquois</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyMaya</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyNootka</Tech>
		<Tech row ='0' page ='1' column ='0'>TradeRouteUpgrade2</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyAztecs</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCaribs</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyComanche</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyLakota</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietySeminoles</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyTupi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatAztecInitiation</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBlowgunnerAmbush</Tech>
		<Tech row ='0' page ='1' column ='0'>TradeRouteUpgrade1</Tech>
		<Tech row ='0' page ='2' column ='1'>NatDogSoldier</Tech>
		<Tech row ='0' page ='2' column ='1'>NatLoyalClubman</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>CreateUniqueInstance</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>tradingpost.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='221' name ='House'>
		<DBID>15</DBID>
		<DisplayNameID>22839</DisplayNameID>
		<EditorNameID>26760</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_west.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>22838</RolloverTextID>
		<ShortRolloverTextID>25701</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='222' name ='TownCenter'>
		<DBID>16</DBID>
		<DisplayNameID>22841</DisplayNameID>
		<EditorNameID>28145</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\town_center\town_center.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\town_center\towncenter_icon</Icon>
		<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
		<PortraitIcon>buildings\town_center\towncenter_portrait</PortraitIcon>
		<RolloverTextID>22840</RolloverTextID>
		<ShortRolloverTextID>25734</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype ='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>1</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='0'>Settler</Train>
		<Train row ='0' page ='0' column ='0'>Coureur</Train>
		<Train row ='0' page ='0' column ='3'>HotAirBalloon</Train>
		<Train row ='0' page ='0' column ='2'>Envoy</Train>
		<Train row ='0' page ='0' column ='5'>PetCougar</Train>
		<Tech row ='0' page ='1' column ='0'>PoliticianWarMinisterSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianExiledPrince</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdmiral</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianBishop</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGrandVizier</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdmiralOttoman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianViceroyBritish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerBritish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierFrench</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerFrench</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerRussian</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianWarMinisterRussian</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierRussian</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPhilosopherPrince</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierGerman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianViceroyGerman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMarksmanPortuguese</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianViceroyPortuguese</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerBritish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianScout</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianScoutRussian</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianSergeantGerman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerRussian</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianEngineerPortuguese</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerPortuguese</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierOttoman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneralBritish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneralOttoman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierDutch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMarksmanOttoman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianSergeantDutch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerDutch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianViceroyDutch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMohawk</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPirate</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneral</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianTycoon</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianQuartermaster</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianSergeantSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianEngineer</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianNaturalist</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGovernor</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPresidente</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianBishopGerman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMarksman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneralSkirmisher</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianTycoonAct3</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianWarMinisterAct3</Tech>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>StartingColonyBuilding</Flag>
		<Flag>ColonyPlacementCenter</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='1' column ='2'>RansomExplorer</Command>
		<Command page ='10' column ='3'>TownBell</Command>
		<Command page ='0' column ='3'>Levy</Command>
		<Command page ='0' column ='4'>Conscription</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='3'>ReturnToWork</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='223' name ='FishSalmon'>
		<DBID>17</DBID>
		<DisplayNameID>22843</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\salmon.xml</AnimFile>
		<Icon>units\animals\fish\salmon_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\salmon_portrait</PortraitIcon>
		<RolloverTextID>22842</RolloverTextID>
		<ShortRolloverTextID>25637</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='224' name ='Barracks'>
		<DBID>18</DBID>
		<DisplayNameID>22847</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\barracks\barracks_icon</Icon>
		<PortraitIcon>buildings\barracks\barracks_portraits</PortraitIcon>
		<RolloverTextID>22846</RolloverTextID>
		<ShortRolloverTextID>25610</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Train row ='0' page ='0' column ='2'>Boneguard</Train>
		<Train row ='0' page ='0' column ='2'>BoneguardAge2</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Musketeer</Train>
		<Train row ='0' page ='0' column ='4'>Janissary</Train>
		<Train row ='0' page ='0' column ='5'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Tech row ='0' page ='1' column ='5'>ImperialNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='2'>RGEspadachins</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialEspada</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialTercio</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardJanissaries</Tech>
		<Tech row ='0' page ='1' column ='4'>RGRedcoats</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranJanissaries</Tech>
		<Tech row ='0' page ='1' column ='5'>RGVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCrossbowmen</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='5'>RGPrussianNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialJanissaries</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialNassauers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialCacadores</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDopplesoldner</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRedcoat</Tech>
		<Tech row ='0' page ='1' column ='4'>RGGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='1'>RGTercio</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardRodeleros</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranRodeleros</Tech>
		<Tech row ='0' page ='1' column ='2'>RGNassausLinearTactics</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardCacadores</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='225' name ='Dock'>
		<DBID>23</DBID>
		<DisplayNameID>22914</DisplayNameID>
		<EditorNameID>27947</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>buildings\dock\dock.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dock</PhysicsInfo>
		<PlacementFile>dock.xml</PlacementFile>
		<Icon>buildings\dock\dock_icon</Icon>
		<PortraitIcon>buildings\dock\dock_portrait</PortraitIcon>
		<RolloverTextID>42013</RolloverTextID>
		<ShortRolloverTextID>25627</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractDock</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Train row ='0' page ='0' column ='1'>Caravel</Train>
		<Train row ='0' page ='0' column ='1'>Galley</Train>
		<Train row ='0' page ='0' column ='2'>Galleon</Train>
		<Train row ='0' page ='0' column ='3'>Frigate</Train>
		<Train row ='0' page ='0' column ='4'>Monitor</Train>
		<Train row ='0' page ='0' column ='5'>SPCFireship</Train>
		<Train row ='0' page ='0' column ='2'>Fluyt</Train>
		<Train row ='0' page ='0' column ='6'>Canoe</Train>
		<Train row ='0' page ='0' column ='0'>FishingBoat</Train>
		<Tech row ='0' page ='1' column ='0'>GillNets</Tech>
		<Tech row ='0' page ='1' column ='0'>LongLines</Tech>
		<Tech row ='0' page ='1' column ='2'>Carronade</Tech>
		<Tech row ='0' page ='1' column ='2'>PercussionLocks</Tech>
		<Tech row ='0' page ='1' column ='1'>ArmorPlating</Tech>
		<Tech row ='0' page ='1' column ='6'>ShipHowitzers</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialManOWar</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMonitors</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>Tracked</Flag>
		<Contain>FishingBoat</Contain>
		<Contain>Canoe</Contain>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='Ship'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='226' name ='Stable'>
		<DBID>25</DBID>
		<DisplayNameID>22919</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\stables\stables.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>stable</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\stables\stables_icon</Icon>
		<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
		<RolloverTextID>22918</RolloverTextID>
		<ShortRolloverTextID>25727</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train row ='0' page ='0' column ='0'>Uhlan</Train>
		<Train row ='0' page ='0' column ='2'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='1'>WarWagon</Train>
		<Train row ='0' page ='0' column ='1'>Ruyter</Train>
		<Train row ='0' page ='0' column ='2'>Dragoon</Train>
		<Train row ='0' page ='0' column ='1'>Lancer</Train>
		<Train row ='0' page ='0' column ='1'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='0'>Cossack</Train>
		<Tech row ='0' page ='1' column ='1'>ImperialOprichniks</Tech>
		<Tech row ='0' page ='1' column ='0'>RGLifeGuardHussars</Tech>
		<Tech row ='0' page ='1' column ='1'>RGCarabineer</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLifeGuard</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialCavalryArchers</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGendarme</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialGardener</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialTartarLoyalist</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialCzapkaUhlans</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialCossack</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialWarWagons</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialCarabineer</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialJinetes</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardCavalryArchers</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranUhlans</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardUhlans</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardWarWagons</Tech>
		<Tech row ='0' page ='1' column ='1'>RGGendarmes</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardCossacks</Tech>
		<Tech row ='0' page ='1' column ='2'>RGTartarLoyalists</Tech>
		<Tech row ='0' page ='1' column ='0'>RGCzapkaUhlans</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardOprichniks</Tech>
		<Tech row ='0' page ='1' column ='2'>RGJinetes</Tech>
		<Tech row ='0' page ='1' column ='0'>RGGardener</Tech>
		<Tech row ='0' page ='1' column ='1'>RGGarrochista</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardRuyters</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCossacks</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGarrochistas</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='227' name ='ArtilleryDepot'>
		<DBID>26</DBID>
		<DisplayNameID>22922</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\artillery_depot\artillery_depot.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\artillery_depot\artillery_depot_icon</Icon>
		<PortraitIcon>buildings\artillery_depot\artillery_depot_portrait</PortraitIcon>
		<RolloverTextID>22920</RolloverTextID>
		<ShortRolloverTextID>25607</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>AbusGun</Train>
		<Train row ='0' page ='0' column ='1'>Grenadier</Train>
		<Train row ='0' page ='0' column ='2'>Falconet</Train>
		<Train row ='0' page ='0' column ='1'>SPCHoopThrowers</Train>
		<Train row ='0' page ='0' column ='3'>OrganGun</Train>
		<Train row ='0' page ='0' column ='4'>Culverin</Train>
		<Train row ='0' page ='0' column ='5'>Mortar</Train>
		<Train row ='0' page ='0' column ='6'>Rocket</Train>
		<Train row ='0' page ='0' column ='6'>GreatBombard</Train>
		<Train row ='0' page ='0' column ='6'>Cannon</Train>
		<Tech row ='0' page ='1' column ='0'>GuardAbusGuns</Tech>
		<Tech row ='0' page ='1' column ='1'>RGPavlovGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialAbusGun</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranAbusGuns</Tech>
		<Tech row ='0' page ='1' column ='4'>GrapeShot</Tech>
		<Tech row ='0' page ='1' column ='1'>RGBaratcuCorps</Tech>
		<Tech row ='0' page ='1' column ='2'>FieldGun</Tech>
		<Tech row ='0' page ='1' column ='5'>Howitzer</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialFieldGun</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCulverin</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialHowitzer</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialPavlovs</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialBaratcu</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialRabaulds</Tech>
		<Tech row ='0' page ='1' column ='3'>Rabauld</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='228' name ='Arsenal'>
		<DBID>27</DBID>
		<DisplayNameID>22924</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\arsenal\arsenal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\arsenal\arsenal_icon</Icon>
		<PortraitIcon>buildings\arsenal\arsenal_portrait</PortraitIcon>
		<RolloverTextID>22923</RolloverTextID>
		<ShortRolloverTextID>25606</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Tech row ='0' page ='5' column ='2'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='2' column ='0'>InfantryBreastplate</Tech>
		<Tech row ='0' page ='5' column ='3'>Trunion</Tech>
		<Tech row ='0' page ='2' column ='3'>Flintlock</Tech>
		<Tech row ='0' page ='2' column ='1'>Bayonet</Tech>
		<Tech row ='0' page ='5' column ='0'>GunnersQuadrant</Tech>
		<Tech row ='0' page ='5' column ='1'>HeatedShot</Tech>
		<Tech row ='0' page ='2' column ='4'>PaperCartridge</Tech>
		<Tech row ='0' page ='2' column ='5'>MilitaryDrummers</Tech>
		<Tech row ='0' page ='2' column ='2'>Rifling</Tech>
		<Tech row ='0' page ='4' column ='2'>Pillage</Tech>
		<Tech row ='0' page ='4' column ='0'>CavalryCuirass</Tech>
		<Tech row ='0' page ='4' column ='1'>Caracole</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='229' name ='Church'>
		<DBID>29</DBID>
		<DisplayNameID>22928</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\church\church.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>22927</RolloverTextID>
		<ShortRolloverTextID>25620</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>Priest</Train>
		<Train row ='0' page ='0' column ='0'>Imam</Train>
		<Train row ='0' page ='0' column ='0'>Missionary</Train>
		<Tech row ='0' page ='1' column ='8'>ChurchGalataTowerDistrict</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTanzimat</Tech>
		<Tech row ='0' page ='1' column ='1'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='2'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchKalmucks</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchWesternization</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchPetrineReforms</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial2</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial1</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCodeNapoleon</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTufanciCorps</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBashkirPonies</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchThinRedLine</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial3</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchKopruluViziers</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTopcuCorps</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchAbbassidMarket</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWaardgelders</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTowerAndSword</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTopkapi</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchTillysDiscipline</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchZweihander</Tech>
		<Tech row ='0' page ='1' column ='3'>ChurchGasLighting</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWallensteinsContracts</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchStadholders</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchStandingArmy</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchMilletSystem</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCorsolet</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchQuatrefage</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCoffeeTrade</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchBestieros</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchEconmediaManor</Tech>
		<Tech row ='0' page ='1' column ='4'>ChurchMercantilism</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchBlackWatch</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchRogersRangers</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWildGeeseSpanish</Tech>
		<Tech row ='0' page ='1' column ='6'>ChurchMassCavalry</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCGrandEncampment</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCPatriots</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCIndianFriendship</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCHighCrusade</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCCorsolet</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCTaxBurden</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCCustomizedMercWeapons</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='230' name ='Rodelero'>
		<DBID>32</DBID>
		<DisplayNameID>22935</DisplayNameID>
		<EditorNameID>25027</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\redolero\redolero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
		<PortraitIcon>units\infantry\redolero\redolero_portrait</PortraitIcon>
		<RolloverTextID>22934</RolloverTextID>
		<ShortRolloverTextID>25702</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>65.0000</Cost>
		<Cost resourcetype ='Gold'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='231' name ='Crossbowman'>
		<DBID>33</DBID>
		<DisplayNameID>22938</DisplayNameID>
		<EditorNameID>24998</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\crossbow\crossbow_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\crossbow\crossbow_portrait</PortraitIcon>
		<RolloverTextID>22936</RolloverTextID>
		<ShortRolloverTextID>25624</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>40.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='232' name ='Uhlan'>
		<DBID>34</DBID>
		<DisplayNameID>22940</DisplayNameID>
		<EditorNameID>25010</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\uhlan\uhlan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\uhlan\uhlan_icon</Icon>
		<PortraitIcon>units\cavalry\uhlan\uhlan_portrait</PortraitIcon>
		<RolloverTextID>22939</RolloverTextID>
		<ShortRolloverTextID>25648</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='233' name ='Cannon'>
		<DBID>35</DBID>
		<DisplayNameID>22942</DisplayNameID>
		<EditorNameID>24994</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>22963</RolloverTextID>
		<ShortRolloverTextID>25616</ShortRolloverTextID>
		<InitialHitpoints>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2.000000</DamageBonus>
			<DamageBonus type ='Ship'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='234' name ='Halberdier'>
		<DBID>36</DBID>
		<DisplayNameID>22944</DisplayNameID>
		<EditorNameID>25009</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\halberdier\halberdier_icon_64x64</Icon>
		<PortraitIcon>units\infantry\halberdier\halberdier_portrait</PortraitIcon>
		<RolloverTextID>22943</RolloverTextID>
		<ShortRolloverTextID>25647</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='235' name ='CavalryArcher'>
		<DBID>37</DBID>
		<DisplayNameID>22946</DisplayNameID>
		<EditorNameID>24995</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\cav_archer\cav_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cav_archer\cav_archer_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\cav_archer\cav_archer_portrait</PortraitIcon>
		<RolloverTextID>22945</RolloverTextID>
		<ShortRolloverTextID>25619</ShortRolloverTextID>
		<InitialHitpoints>265.0000</InitialHitpoints>
		<MaxHitpoints>265.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<Cost resourcetype ='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>5.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='236' name ='Hussar'>
		<DBID>38</DBID>
		<DisplayNameID>22948</DisplayNameID>
		<EditorNameID>25047</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\light_cavalry\light_cavalry_portrait</PortraitIcon>
		<RolloverTextID>22947</RolloverTextID>
		<ShortRolloverTextID>25651</ShortRolloverTextID>
		<InitialHitpoints>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>120.0000</Cost>
		<Cost resourcetype ='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='237' name ='Culverin'>
		<DBID>39</DBID>
		<DisplayNameID>22950</DisplayNameID>
		<EditorNameID>25000</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\artillery\culverin\culverin.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\culverin\culverin_icon_64x64</Icon>
		<PortraitIcon>units\artillery\culverin\culverin_portrait</PortraitIcon>
		<RolloverTextID>22949</RolloverTextID>
		<ShortRolloverTextID>25626</ShortRolloverTextID>
		<InitialHitpoints>280.0000</InitialHitpoints>
		<MaxHitpoints>280.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>34.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>4.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Ship'>4.000000</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='238' name ='Falconet'>
		<DBID>40</DBID>
		<DisplayNameID>22952</DisplayNameID>
		<EditorNameID>25005</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\falconet\falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>22951</RolloverTextID>
		<ShortRolloverTextID>25635</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2.000000</DamageBonus>
			<DamageBonus type ='Ship'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='239' name ='Priest'>
		<DBID>41</DBID>
		<DisplayNameID>22954</DisplayNameID>
		<EditorNameID>27773</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\priests\priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\priests\we_priest_icon_64x64</Icon>
		<PortraitIcon>units\priests\we_priest_portrait</PortraitIcon>
		<RolloverTextID>22953</RolloverTextID>
		<ShortRolloverTextID>25698</ShortRolloverTextID>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='240' name ='Skirmisher'>
		<DBID>42</DBID>
		<DisplayNameID>22956</DisplayNameID>
		<EditorNameID>25032</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\skirmisher\skirmisher_icon</Icon>
		<PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon>
		<RolloverTextID>22955</RolloverTextID>
		<ShortRolloverTextID>25712</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='241' name ='Grenadier'>
		<DBID>43</DBID>
		<DisplayNameID>22958</DisplayNameID>
		<EditorNameID>25008</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\grenadier\grenadier_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\grenadier\grenadier_portrait</PortraitIcon>
		<RolloverTextID>22957</RolloverTextID>
		<ShortRolloverTextID>25645</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype ='Food'>120.0000</Cost>
		<Cost resourcetype ='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type ='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type ='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='242' name ='Dragoon'>
		<DBID>44</DBID>
		<DisplayNameID>22960</DisplayNameID>
		<EditorNameID>25002</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\dragoon\dragoon_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\dragoon\dragoon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\dragoon\dragoon_portrait</PortraitIcon>
		<RolloverTextID>22959</RolloverTextID>
		<ShortRolloverTextID>25629</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype ='Food'>90.0000</Cost>
		<Cost resourcetype ='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='243' name ='FishingBoat'>
		<DBID>45</DBID>
		<DisplayNameID>22962</DisplayNameID>
		<EditorNameID>33885</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\naval\fishing_ship\fishing_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fishing_ship\fishing_ship_icon_64x64</Icon>
		<PortraitIcon>units\naval\fishing_ship\fishing_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>22961</RolloverTextID>
		<ShortRolloverTextID>25636</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.500000</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='244' name ='TrainEngine'>
		<DBID>48</DBID>
		<DisplayNameID>22968</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\engine.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>22967</RolloverTextID>
		<ShortRolloverTextID>25736</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='245' name ='Envoy'>
		<DBID>50</DBID>
		<DisplayNameID>22973</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\envoy_icon</Icon>
		<PortraitIcon>units\villagers\envoy_portrait</PortraitIcon>
		<RolloverTextID>22971</RolloverTextID>
		<ShortRolloverTextID>25632</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='246' name ='Mortar'>
		<DBID>51</DBID>
		<DisplayNameID>22975</DisplayNameID>
		<EditorNameID>25022</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\artillery\mortar\mortar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\mortar\mortar_icon_64x64</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>22974</RolloverTextID>
		<ShortRolloverTextID>25668</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>350.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type ='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='247' name ='Longbowman'>
		<DBID>53</DBID>
		<DisplayNameID>22979</DisplayNameID>
		<EditorNameID>25019</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\longbow\longbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\longbow\longbow_icon</Icon>
		<PortraitIcon>units\infantry_ranged\longbow\longbow_portrait</PortraitIcon>
		<RolloverTextID>22978</RolloverTextID>
		<ShortRolloverTextID>25652</ShortRolloverTextID>
		<InitialHitpoints>95.0000</InitialHitpoints>
		<MaxHitpoints>95.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='248' name ='Cuirassier'>
		<DBID>54</DBID>
		<DisplayNameID>22981</DisplayNameID>
		<EditorNameID>24999</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\cuirassier\cuirassier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cuirassier\cuirassier_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\cuirassier\cuirassier_portrait</PortraitIcon>
		<RolloverTextID>22980</RolloverTextID>
		<ShortRolloverTextID>25625</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Food'>150.0000</Cost>
		<Cost resourcetype ='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='249' name ='TrainCoalcar'>
		<DBID>55</DBID>
		<DisplayNameID>23041</DisplayNameID>
		<EditorNameID>36195</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\coal_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>23040</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='250' name ='TrainCaboose'>
		<DBID>56</DBID>
		<DisplayNameID>23043</DisplayNameID>
		<EditorNameID>36194</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\caboose.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>23042</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='251' name ='NatJaguarWarrior'>
		<DBID>65</DBID>
		<DisplayNameID>23521</DisplayNameID>
		<EditorNameID>25015</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\jaguar_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\jaguar_warrior_icon</Icon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>23520</RolloverTextID>
		<ShortRolloverTextID>25686</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>40.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='252' name ='NatEagleWarrior'>
		<DBID>66</DBID>
		<DisplayNameID>23523</DisplayNameID>
		<EditorNameID>25003</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\eagle_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\eagle_warrior_icon</Icon>
		<PortraitIcon>units\natives\eagle_warrior_portrait</PortraitIcon>
		<RolloverTextID>23522</RolloverTextID>
		<ShortRolloverTextID>25675</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='253' name ='NatHorseArcher'>
		<DBID>67</DBID>
		<DisplayNameID>23525</DisplayNameID>
		<EditorNameID>25013</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\horse_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\horse_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>23524</RolloverTextID>
		<ShortRolloverTextID>25679</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>70.0000</Cost>
		<Cost resourcetype ='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='254' name ='NativeHouseAztec'>
		<DBID>81</DBID>
		<DisplayNameID>23579</DisplayNameID>
		<EditorNameID>23593</EditorNameID>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house aztec.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='255' name ='NativeHouseComanche'>
		<DBID>82</DBID>
		<DisplayNameID>23581</DisplayNameID>
		<EditorNameID>23594</EditorNameID>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tipi.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='256' name ='NativeHouseIroquois'>
		<DBID>83</DBID>
		<DisplayNameID>23590</DisplayNameID>
		<EditorNameID>23595</EditorNameID>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='257' name ='NativeHouseSeminole'>
		<DBID>84</DBID>
		<DisplayNameID>23592</DisplayNameID>
		<EditorNameID>23596</EditorNameID>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\chickee.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='258' name ='NatSharktoothBowman'>
		<DBID>85</DBID>
		<DisplayNameID>23599</DisplayNameID>
		<EditorNameID>25031</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\sharktooth.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\sharktooth_bow_icon_64x64</Icon>
		<PortraitIcon>units\natives\sharktooth_bow_portrait</PortraitIcon>
		<RolloverTextID>23597</RolloverTextID>
		<ShortRolloverTextID>25689</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='259' name ='NatTomahawk'>
		<DBID>86</DBID>
		<DisplayNameID>23601</DisplayNameID>
		<EditorNameID>25035</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\tomahawk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\tomahawk_icon_64x64</Icon>
		<PortraitIcon>units\natives\tomahawk_portrait</PortraitIcon>
		<RolloverTextID>23600</RolloverTextID>
		<ShortRolloverTextID>25690</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='260' name ='Blockhouse'>
		<DBID>87</DBID>
		<DisplayNameID>23634</DisplayNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\blockhouse\blockhouse.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_portrait</PortraitIcon>
		<RolloverTextID>23633</RolloverTextID>
		<ShortRolloverTextID>25613</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Tech row ='0' page ='1' column ='0'>GuardStrelets</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialStrelets</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>FrontierBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranStrelets</Tech>
		<Tech row ='0' page ='1' column ='4'>FortifiedBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='3'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>blockhouse.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<Active>0</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='261' name ='Pronghorn'>
		<DBID>88</DBID>
		<DisplayNameID>23643</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\pronghorn\pronghorn.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\pronghorn\pronghorn_icon_64x64</Icon>
		<PortraitIcon>units\animals\pronghorn\pronghorn_icon_portrait</PortraitIcon>
		<RolloverTextID>23642</RolloverTextID>
		<ShortRolloverTextID>25700</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='262' name ='Cossack'>
		<DBID>93</DBID>
		<DisplayNameID>23656</DisplayNameID>
		<EditorNameID>24997</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\cossack\cossack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cossack\cossack_icon</Icon>
		<PortraitIcon>units\cavalry\cossack\cossack_portrait</PortraitIcon>
		<RolloverTextID>23655</RolloverTextID>
		<ShortRolloverTextID>38156</ShortRolloverTextID>
		<InitialHitpoints>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='263' name ='Strelet'>
		<DBID>94</DBID>
		<DisplayNameID>23658</DisplayNameID>
		<EditorNameID>25034</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\strelet\strelet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\strelet\strelet_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\strelet\strelet_portrait</PortraitIcon>
		<RolloverTextID>23657</RolloverTextID>
		<ShortRolloverTextID>25729</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Wood'>10.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='264' name ='NatMantlet'>
		<DBID>98</DBID>
		<DisplayNameID>23692</DisplayNameID>
		<EditorNameID>25020</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\natives\mantlet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\mantlet_icon</Icon>
		<PortraitIcon>units\natives\mantlet_portrait</PortraitIcon>
		<RolloverTextID>23691</RolloverTextID>
		<ShortRolloverTextID>25687</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='265' name ='Canoe'>
		<DBID>99</DBID>
		<DisplayNameID>23694</DisplayNameID>
		<EditorNameID>33886</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12.0000</TurnRate>
		<AnimFile>units\naval\canoe\canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\canoe\I_canoe_icon</Icon>
		<PortraitIcon>units\naval\canoe\I_canoe_portrait</PortraitIcon>
		<RolloverTextID>23693</RolloverTextID>
		<ShortRolloverTextID>25617</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>InvisibleProjectile</Projectile>
			<MaxHeight>0.000000</MaxHeight>
		</ProtoAction>
	</Unit>
	<Unit id ='266' name ='Bank'>
		<DBID>103</DBID>
		<DisplayNameID>23708</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\bank\bank.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\bank\bank_icon</Icon>
		<PortraitIcon>buildings\bank\bank_portrait</PortraitIcon>
		<RolloverTextID>23709</RolloverTextID>
		<ShortRolloverTextID>25609</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>280.0000</Bounty>
		<BuildBounty>140.0000</BuildBounty>
		<Cost resourcetype ='Food'>350.0000</Cost>
		<Cost resourcetype ='Wood'>350.0000</Cost>
		<InitialResource resourcetype ='Gold'>10.0000</InitialResource>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type ='Gold'>2.600000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='267' name ='Spahi'>
		<DBID>105</DBID>
		<DisplayNameID>23733</DisplayNameID>
		<EditorNameID>25033</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\spahi\spahi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\spahi\spahi_icon</Icon>
		<PortraitIcon>units\cavalry\spahi\spahi_portrait</PortraitIcon>
		<RolloverTextID>23732</RolloverTextID>
		<ShortRolloverTextID>25713</ShortRolloverTextID>
		<InitialHitpoints>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype ='Food'>280.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>93.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='268' name ='Janissary'>
		<DBID>106</DBID>
		<DisplayNameID>23735</DisplayNameID>
		<EditorNameID>25017</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\janissary\janissary.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\janissary\janissary_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\janissary\janissary_icon_128</PortraitIcon>
		<RolloverTextID>23734</RolloverTextID>
		<ShortRolloverTextID>25649</ShortRolloverTextID>
		<InitialHitpoints>235.0000</InitialHitpoints>
		<MaxHitpoints>235.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<Cost resourcetype ='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='269' name ='GreatBombard'>
		<DBID>107</DBID>
		<DisplayNameID>23737</DisplayNameID>
		<EditorNameID>25007</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>23736</RolloverTextID>
		<ShortRolloverTextID>25644</ShortRolloverTextID>
		<InitialHitpoints>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='Ship'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='270' name ='Minuteman'>
		<DBID>113</DBID>
		<DisplayNameID>23826</DisplayNameID>
		<EditorNameID>25021</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\minuteman\minuteman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\minuteman\minuteman_icon</Icon>
		<PortraitIcon>units\infantry_ranged\minuteman\minuteman_portrait</PortraitIcon>
		<RolloverTextID>23824</RolloverTextID>
		<ShortRolloverTextID>25666</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='271' name ='TreeCarolinaGrass'>
		<DBID>114</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>23829</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_carolina_grass.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>23827</RolloverTextID>
		<ShortRolloverTextID>25820</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='272' name ='Dopplesoldner'>
		<DBID>117</DBID>
		<DisplayNameID>23836</DisplayNameID>
		<EditorNameID>25001</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\dopplesoldner\dopplesoldner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\dopplesoldner\dopplesoldner_icon_64x64</Icon>
		<PortraitIcon>units\infantry\dopplesoldner\dopplesoldner_portrait</PortraitIcon>
		<RolloverTextID>23835</RolloverTextID>
		<ShortRolloverTextID>25628</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Gold'>125.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='273' name ='OrganGun'>
		<DBID>118</DBID>
		<DisplayNameID>23838</DisplayNameID>
		<EditorNameID>25025</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\artillery\organ_gun\organ_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\organ_gun\organ_gun_portrait</PortraitIcon>
		<RolloverTextID>23837</RolloverTextID>
		<ShortRolloverTextID>25694</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='Building'>0.750000</DamageBonus>
			<DamageBonus type ='Ship'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='274' name ='Ruyter'>
		<DBID>120</DBID>
		<DisplayNameID>23866</DisplayNameID>
		<EditorNameID>25028</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\reiter\reiter_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\reiter\reiter_icon</Icon>
		<PortraitIcon>units\cavalry\reiter\reiter_portrait</PortraitIcon>
		<RolloverTextID>23865</RolloverTextID>
		<ShortRolloverTextID>25703</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>31.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='275' name ='Cacadore'>
		<DBID>122</DBID>
		<DisplayNameID>23909</DisplayNameID>
		<EditorNameID>24993</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\cacadore\cacadore.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\cacadore\cacadore_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\cacadore\cacadore_portrait</PortraitIcon>
		<RolloverTextID>23908</RolloverTextID>
		<ShortRolloverTextID>25614</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>80.0000</Cost>
		<Cost resourcetype ='Gold'>35.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='276' name ='Factory'>
		<DBID>129</DBID>
		<DisplayNameID>23986</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\factory\factory.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\factory\shared_factory_icon</Icon>
		<PortraitIcon>buildings\factory\shared_factory_portrait</PortraitIcon>
		<RolloverTextID>23985</RolloverTextID>
		<ShortRolloverTextID>25634</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>240.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<Cost resourcetype ='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Tech row ='0' page ='1' column ='1'>FactoryWaterPower</Tech>
		<Tech row ='0' page ='1' column ='2'>FactorySteamPower</Tech>
		<Tech row ='0' page ='1' column ='0'>FactoryCannery</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialBombard</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRocket</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCannon</Tech>
		<Tech row ='0' page ='1' column ='3'>FactoryMassProduction</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>Tactic11</Command>
		<Command page ='9' column ='1'>Tactic12</Command>
		<Command page ='9' column ='2'>Tactic10</Command>
		<Command page ='9' column ='3'>Tactic13</Command>
		<Tactics>factory.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>5.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='277' name ='Rocket'>
		<DBID>130</DBID>
		<DisplayNameID>24048</DisplayNameID>
		<EditorNameID>25030</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\rocket\rocket.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\rocket\rocket_icon</Icon>
		<PortraitIcon>units\artillery\rocket\rocket_portrait</PortraitIcon>
		<RolloverTextID>24047</RolloverTextID>
		<ShortRolloverTextID>25704</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>98.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>rocket.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>600.000000</DamageCap>
			<DamageBonus type ='Ship'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='278' name ='WarWagon'>
		<DBID>133</DBID>
		<DisplayNameID>24081</DisplayNameID>
		<EditorNameID>26843</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\cavalry\war_wagon\war_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\cavalry\war_wagon\war_wagon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\war_wagon\war_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>24080</RolloverTextID>
		<ShortRolloverTextID>25748</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Food'>150.0000</Cost>
		<Cost resourcetype ='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>warwagon.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>3.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='279' name ='Oprichnik'>
		<DBID>135</DBID>
		<DisplayNameID>24108</DisplayNameID>
		<EditorNameID>25024</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\oprichnik\oprichnik_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\oprichnik\oprichnik_icon</Icon>
		<PortraitIcon>units\cavalry\oprichnik\oprichnik_portrait</PortraitIcon>
		<RolloverTextID>24109</RolloverTextID>
		<ShortRolloverTextID>25693</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>90.0000</Cost>
		<Cost resourcetype ='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='280' name ='Lancer'>
		<DBID>136</DBID>
		<DisplayNameID>24119</DisplayNameID>
		<EditorNameID>25018</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\lancer\lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\lancer\lancer_icon</Icon>
		<PortraitIcon>units\cavalry\lancer\lancer_portrait</PortraitIcon>
		<RolloverTextID>24118</RolloverTextID>
		<ShortRolloverTextID>25650</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>110.0000</Cost>
		<Cost resourcetype ='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='281' name ='NatBlowgunWarrior'>
		<DBID>137</DBID>
		<DisplayNameID>24181</DisplayNameID>
		<EditorNameID>24990</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\blowgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>24180</RolloverTextID>
		<ShortRolloverTextID>25672</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>65.0000</Cost>
		<Cost resourcetype ='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='282' name ='NatRifleman'>
		<DBID>138</DBID>
		<DisplayNameID>24183</DisplayNameID>
		<EditorNameID>25029</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>24182</RolloverTextID>
		<ShortRolloverTextID>25688</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='283' name ='NatTracker'>
		<DBID>139</DBID>
		<DisplayNameID>24185</DisplayNameID>
		<EditorNameID>25036</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\cree_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\cree_tracker_icon_64x64</Icon>
		<PortraitIcon>units\natives\cree_tracker_portrait</PortraitIcon>
		<RolloverTextID>24184</RolloverTextID>
		<ShortRolloverTextID>25691</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>40.0000</Cost>
		<Cost resourcetype ='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='284' name ='NatHuaminca'>
		<DBID>140</DBID>
		<DisplayNameID>24187</DisplayNameID>
		<EditorNameID>25014</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\huaminca.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\humainca_icon_64x64</Icon>
		<PortraitIcon>units\natives\humainca_portrait</PortraitIcon>
		<RolloverTextID>24186</RolloverTextID>
		<ShortRolloverTextID>25677</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>20.0000</Cost>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='285' name ='NatBolasWarrior'>
		<DBID>141</DBID>
		<DisplayNameID>24189</DisplayNameID>
		<EditorNameID>24992</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\bola.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\bola_icon</Icon>
		<PortraitIcon>units\natives\bola_portrait</PortraitIcon>
		<RolloverTextID>24188</RolloverTextID>
		<ShortRolloverTextID>25673</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>70.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeBolas.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>Bola</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='286' name ='NatHolcanSpearman'>
		<DBID>142</DBID>
		<DisplayNameID>24191</DisplayNameID>
		<EditorNameID>25012</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\holcan_spearman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\holcan_spearman_icon</Icon>
		<PortraitIcon>units\natives\holcan_spearman_portrait</PortraitIcon>
		<RolloverTextID>24190</RolloverTextID>
		<ShortRolloverTextID>25676</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='287' name ='NatClubman'>
		<DBID>143</DBID>
		<DisplayNameID>24193</DisplayNameID>
		<EditorNameID>24996</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\clubman_icon</Icon>
		<PortraitIcon>units\natives\clubman_icon_portrait</PortraitIcon>
		<RolloverTextID>24192</RolloverTextID>
		<ShortRolloverTextID>25674</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>85.0000</Cost>
		<Cost resourcetype ='Wood'>15.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='288' name ='NatAxeRider'>
		<DBID>144</DBID>
		<DisplayNameID>24195</DisplayNameID>
		<EditorNameID>24988</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\axe_rider_icon_64x64</Icon>
		<PortraitIcon>units\natives\axe_rider_portrait</PortraitIcon>
		<RolloverTextID>24194</RolloverTextID>
		<ShortRolloverTextID>25670</ShortRolloverTextID>
		<InitialHitpoints>365.0000</InitialHitpoints>
		<MaxHitpoints>365.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>40.0000</Cost>
		<Cost resourcetype ='Wood'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>42.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='289' name ='NatBlackwoodArcher'>
		<DBID>145</DBID>
		<DisplayNameID>24197</DisplayNameID>
		<EditorNameID>24989</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\tupi_archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\tupi_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\tupi_archer_portrait</PortraitIcon>
		<RolloverTextID>24196</RolloverTextID>
		<ShortRolloverTextID>25671</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='290' name ='Campfire'>
		<DBID>164</DBID>
		<DisplayNameID>24797</DisplayNameID>
		<EditorNameID>24798</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\campfire.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='291' name ='LeanTo'>
		<DBID>166</DBID>
		<DisplayNameID>24801</DisplayNameID>
		<EditorNameID>24802</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\lean-to.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='292' name ='TanningRack'>
		<DBID>167</DBID>
		<DisplayNameID>24803</DisplayNameID>
		<EditorNameID>24804</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tanning_rack.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='293' name ='FenceRock'>
		<DBID>171</DBID>
		<DisplayNameID>24811</DisplayNameID>
		<EditorNameID>24812</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\fence_rock.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='294' name ='MercLandsknecht'>
		<DBID>173</DBID>
		<DisplayNameID>24820</DisplayNameID>
		<EditorNameID>25016</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\landsknecht\landsknecht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\landsknecht\landsknect_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\landsknecht\landsknecht_portrait</PortraitIcon>
		<RolloverTextID>24819</RolloverTextID>
		<ShortRolloverTextID>25659</ShortRolloverTextID>
		<InitialHitpoints>430.0000</InitialHitpoints>
		<MaxHitpoints>430.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype ='Gold'>240.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>24.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='295' name ='MercSwissPikeman'>
		<DBID>174</DBID>
		<DisplayNameID>24824</DisplayNameID>
		<EditorNameID>25172</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\swiss_pikeman\swiss_pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\swiss_pikeman\swiss_pikeman_icon</Icon>
		<PortraitIcon>units\mercenaries\swiss_pikeman\swiss_pikeman_portrait</PortraitIcon>
		<RolloverTextID>24823</RolloverTextID>
		<ShortRolloverTextID>25664</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype ='Gold'>160.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>16.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='296' name ='WallWoodNative'>
		<DBID>176</DBID>
		<DisplayNameID>24832</DisplayNameID>
		<EditorNameID>24833</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\wall_wood.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<Bounty>0.0000</Bounty>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='297' name ='NativeVillager'>
		<DBID>177</DBID>
		<DisplayNameID>24837</DisplayNameID>
		<EditorNameID>24840</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\native_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<ShortRolloverTextID>25685</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Huntable'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.000000</Rate>
			<Rate type ='Manor'>1.000000</Rate>
			<Rate type ='Church'>1.000000</Rate>
			<Rate type ='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.500000</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='Plantation'>0.500000</Rate>
			<Rate type ='Herdable'>1.250000</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1.000000</Rate>
			<Rate type ='Huntable'>1.000000</Rate>
			<Rate type ='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='298' name ='Elk'>
		<DBID>181</DBID>
		<DisplayNameID>24861</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\elk\elk.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\elk\elk_icon_64x64</Icon>
		<PortraitIcon>units\animals\elk\elk_portrait</PortraitIcon>
		<RolloverTextID>24860</RolloverTextID>
		<ShortRolloverTextID>25630</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='299' name ='GrizzlyBear'>
		<DBID>182</DBID>
		<DisplayNameID>24864</DisplayNameID>
		<EditorNameID>33338</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_grizzly.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\beargrizzly_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\beargrizzly_portrait</PortraitIcon>
		<RolloverTextID>24863</RolloverTextID>
		<ShortRolloverTextID>25646</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='300' name ='MercHighlander'>
		<DBID>183</DBID>
		<DisplayNameID>24867</DisplayNameID>
		<EditorNameID>25011</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\highlander\highlander.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\highlander\highlander_icon</Icon>
		<PortraitIcon>units\mercenaries\highlander\highlander_portrait</PortraitIcon>
		<RolloverTextID>24866</RolloverTextID>
		<ShortRolloverTextID>25657</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='301' name ='Nugget'>
		<DBID>186</DBID>
		<DisplayNameID>24915</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\treasure\treasure.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='302' name ='WallStraight1'>
		<DBID>189</DBID>
		<DisplayNameID>24924</DisplayNameID>
		<EditorNameID>25392</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x1.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>24923</RolloverTextID>
		<ShortRolloverTextID>25741</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='303' name ='WallStraight5'>
		<DBID>190</DBID>
		<DisplayNameID>24927</DisplayNameID>
		<EditorNameID>25388</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x5.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>24926</RolloverTextID>
		<ShortRolloverTextID>25745</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='6' column ='0'>Transform</Command>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='304' name ='Fire'>
		<DBID>192</DBID>
		<DisplayNameID>24944</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\fire\fire.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='305' name ='PetBear'>
		<DBID>193</DBID>
		<DisplayNameID>24947</DisplayNameID>
		<EditorNameID>24950</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\bear\bear_black.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearblack_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearblack_portrait</PortraitIcon>
		<RolloverTextID>24946</RolloverTextID>
		<ShortRolloverTextID>25695</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='306' name ='PolarBear'>
		<DBID>195</DBID>
		<DisplayNameID>24983</DisplayNameID>
		<EditorNameID>33335</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_polar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearpolar_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearpolar_portrait</PortraitIcon>
		<RolloverTextID>24982</RolloverTextID>
		<ShortRolloverTextID>25697</ShortRolloverTextID>
		<InitialHitpoints>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>25.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='307' name ='Coureur'>
		<DBID>196</DBID>
		<DisplayNameID>25038</DisplayNameID>
		<EditorNameID>25039</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\coureur\coureur_du_bois.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\coureur\coureur_du_bois_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\coureur\coureur_du_bois_portrait</PortraitIcon>
		<RolloverTextID>25037</RolloverTextID>
		<ShortRolloverTextID>25623</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>120.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='6'>TradingPost</Train>
		<Train page ='255' column ='1'>WallStraight5</Train>
		<Train page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='6' column ='8'>Bank</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='13'>Arsenal</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Stable</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='9'>Church</Train>
		<Train row ='0' page ='6' column ='3'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='1'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Mill</Train>
		<Train row ='0' page ='6' column ='7'>WallConnector</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='5'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='4'>Dock</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='5'>Outpost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.200000</Rate>
			<Rate type ='House'>1.200000</Rate>
			<Rate type ='Manor'>1.200000</Rate>
			<Rate type ='Church'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Huntable'>1.040000</Rate>
			<Rate type ='Mill'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.740000</Rate>
			<Rate type ='Plantation'>0.630000</Rate>
			<Rate type ='Tree'>0.620000</Rate>
			<Rate type ='Herdable'>2.500000</Rate>
			<Rate type ='BerryBush'>0.830000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Huntable'>1.000000</Rate>
			<Rate type ='Herdable'>1.000000</Rate>
			<Rate type ='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Huntable'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='308' name ='WarDog'>
		<DBID>197</DBID>
		<DisplayNameID>25043</DisplayNameID>
		<EditorNameID>25044</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\wardogs\war_dog_icon_64x64</Icon>
		<PortraitIcon>units\wardogs\war_dog_portrait</PortraitIcon>
		<RolloverTextID>25042</RolloverTextID>
		<ShortRolloverTextID>25747</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='309' name ='MercMameluke'>
		<DBID>199</DBID>
		<DisplayNameID>25140</DisplayNameID>
		<EditorNameID>25169</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\mameluke\mameluke_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\mameluke\mameluke_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\mameluke\mameluke_portrait</PortraitIcon>
		<RolloverTextID>25139</RolloverTextID>
		<ShortRolloverTextID>25660</ShortRolloverTextID>
		<InitialHitpoints>1450.0000</InitialHitpoints>
		<MaxHitpoints>1450.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Gold'>400.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>60.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='310' name ='MercStradiot'>
		<DBID>200</DBID>
		<DisplayNameID>25145</DisplayNameID>
		<EditorNameID>25171</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\balkan_stradiot\balkan_stradiot_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\balkan_stradiot\balkan_stradiot_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\balkan_stradiot\balkan_stradiot_portrait</PortraitIcon>
		<RolloverTextID>25144</RolloverTextID>
		<ShortRolloverTextID>25663</ShortRolloverTextID>
		<InitialHitpoints>585.0000</InitialHitpoints>
		<MaxHitpoints>585.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>26.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='311' name ='MercBlackRider'>
		<DBID>201</DBID>
		<DisplayNameID>25150</DisplayNameID>
		<EditorNameID>25151</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\black_rider\black_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\black_rider\black_rider_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\black_rider\black_rider_portrait</PortraitIcon>
		<RolloverTextID>25149</RolloverTextID>
		<ShortRolloverTextID>25654</ShortRolloverTextID>
		<InitialHitpoints>520.0000</InitialHitpoints>
		<MaxHitpoints>520.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>27.0000</Bounty>
		<BuildBounty>27.0000</BuildBounty>
		<Cost resourcetype ='Gold'>270.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='312' name ='MercManchu'>
		<DBID>203</DBID>
		<DisplayNameID>25160</DisplayNameID>
		<EditorNameID>25170</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\manchurian_archer\manchurian_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\manchurian_archer\manchurian_archer_portrait</PortraitIcon>
		<RolloverTextID>25159</RolloverTextID>
		<ShortRolloverTextID>25661</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype ='Gold'>220.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType4</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='313' name ='MercRonin'>
		<DBID>204</DBID>
		<DisplayNameID>25165</DisplayNameID>
		<EditorNameID>25166</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\samurai\ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\samurai\ronin_icon</Icon>
		<PortraitIcon>units\mercenaries\samurai\ronin_portrait</PortraitIcon>
		<RolloverTextID>25164</RolloverTextID>
		<ShortRolloverTextID>25662</ShortRolloverTextID>
		<InitialHitpoints>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Gold'>400.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType4</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>58.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='314' name ='MercJaeger'>
		<DBID>205</DBID>
		<DisplayNameID>25174</DisplayNameID>
		<EditorNameID>25175</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\jaeger\jaeger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\jaeger\hessian_jaeger_portrait</PortraitIcon>
		<RolloverTextID>25173</RolloverTextID>
		<ShortRolloverTextID>25658</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype ='Gold'>180.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='315' name ='MercHackapell'>
		<DBID>206</DBID>
		<DisplayNameID>25179</DisplayNameID>
		<EditorNameID>25180</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\hackapell\hackapell_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\hackapell\hackapell_icon</Icon>
		<PortraitIcon>units\mercenaries\hackapell\hackapell_portrait</PortraitIcon>
		<RolloverTextID>25178</RolloverTextID>
		<ShortRolloverTextID>25655</ShortRolloverTextID>
		<InitialHitpoints>295.0000</InitialHitpoints>
		<MaxHitpoints>295.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>240.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='316' name ='NativeHouseCherokee'>
		<DBID>209</DBID>
		<DisplayNameID>25245</DisplayNameID>
		<EditorNameID>25246</EditorNameID>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\wigwam.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='317' name ='NativeHouseTupi'>
		<DBID>210</DBID>
		<DisplayNameID>25249</DisplayNameID>
		<EditorNameID>25250</EditorNameID>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\hut.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='318' name ='FortFrontier'>
		<DBID>212</DBID>
		<DisplayNameID>25270</DisplayNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\fort\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\fort\fort_icon</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>buildings\fort\fort_portrait</PortraitIcon>
		<RolloverTextID>25269</RolloverTextID>
		<ShortRolloverTextID>25639</ShortRolloverTextID>
		<InitialHitpoints>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150.0000</BuildPoints>
		<Bounty>440.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype ='Wood'>600.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Tech row ='0' page ='1' column ='1'>StarFort</Tech>
		<Tech row ='0' page ='1' column ='0'>Revetment</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>HeroName2</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Missionary</Contain>
		<Contain>Surgeon</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='1' column ='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='319' name ='IGCMorgan'>
		<DBID>213</DBID>
		<DisplayNameID>25278</DisplayNameID>
		<EditorNameID>25335</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\morgan_black\igc_morgan_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='320' name ='IGCJohn'>
		<DBID>214</DBID>
		<DisplayNameID>25282</DisplayNameID>
		<EditorNameID>25332</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\john_black\john_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='321' name ='IGCAmelia'>
		<DBID>215</DBID>
		<DisplayNameID>25286</DisplayNameID>
		<EditorNameID>25328</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\amelia_black\igc_amelia_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\amelia_black\amelia_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\amelia_black\amelia_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='322' name ='IGCKanyenke'>
		<DBID>216</DBID>
		<DisplayNameID>25290</DisplayNameID>
		<EditorNameID>25333</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\kanyenke\kanyenke.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='323' name ='IGCNonahkee'>
		<DBID>217</DBID>
		<DisplayNameID>25294</DisplayNameID>
		<EditorNameID>25336</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\nonahkee\igc_nonahkee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='324' name ='IGCAlain'>
		<DBID>218</DBID>
		<DisplayNameID>25298</DisplayNameID>
		<EditorNameID>25327</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\alain\igc_alain_magnan.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='325' name ='IGCWarwick'>
		<DBID>219</DBID>
		<DisplayNameID>25302</DisplayNameID>
		<EditorNameID>25338</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\warwick\igc_warwick.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\warwick\igc_warwick_icon</Icon>
		<PortraitIcon>units\spc\warwick\igc_warwick_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='326' name ='IGCBeaumont'>
		<DBID>220</DBID>
		<DisplayNameID>25306</DisplayNameID>
		<EditorNameID>25329</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\beaumont\igc_beaumont.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\beaumont\beaumont_icon_64x64</Icon>
		<PortraitIcon>units\spc\beaumont\beaumont_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='327' name ='IGCLizzie'>
		<DBID>221</DBID>
		<DisplayNameID>25310</DisplayNameID>
		<EditorNameID>25334</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\elizabeth_ramsey\igc_elizabeth_ramsey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='328' name ='IGCSahin'>
		<DBID>222</DBID>
		<DisplayNameID>25314</DisplayNameID>
		<EditorNameID>25337</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\sahin\igc_sahin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sahin\sahin_icon_64x64</Icon>
		<PortraitIcon>units\spc\sahin\sahin_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='329' name ='IGCCooper'>
		<DBID>223</DBID>
		<DisplayNameID>25318</DisplayNameID>
		<EditorNameID>25330</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\major_cooper\igc_major_cooper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='330' name ='IGCDelgado'>
		<DBID>224</DBID>
		<DisplayNameID>25322</DisplayNameID>
		<EditorNameID>25331</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\delgado\igc_delgado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\delgado\delgado_icon_64x64</Icon>
		<PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='331' name ='Missionary'>
		<DBID>225</DBID>
		<DisplayNameID>25340</DisplayNameID>
		<EditorNameID>27774</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\priests\spanish_priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\priests\spanish_priest_icon</Icon>
		<PortraitIcon>units\priests\spanish_priest_portrait</PortraitIcon>
		<RolloverTextID>25339</RolloverTextID>
		<ShortRolloverTextID>25667</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='332' name ='WallStraight2'>
		<DBID>227</DBID>
		<DisplayNameID>25380</DisplayNameID>
		<EditorNameID>25391</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x2.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25379</RolloverTextID>
		<ShortRolloverTextID>25742</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='333' name ='WallStraight3'>
		<DBID>228</DBID>
		<DisplayNameID>25383</DisplayNameID>
		<EditorNameID>25390</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x3.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25382</RolloverTextID>
		<ShortRolloverTextID>25743</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='334' name ='WallStraight4'>
		<DBID>229</DBID>
		<DisplayNameID>25386</DisplayNameID>
		<EditorNameID>25389</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x4.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25385</RolloverTextID>
		<ShortRolloverTextID>25744</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='6' column ='0'>Transform</Command>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='335' name ='TreeAmazon'>
		<DBID>253</DBID>
		<DisplayNameID>25836</DisplayNameID>
		<EditorNameID>25837</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_amazon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>25835</RolloverTextID>
		<ShortRolloverTextID>25834</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='336' name ='NativeHouseIroquoisSPC'>
		<DBID>261</DBID>
		<DisplayNameID>25879</DisplayNameID>
		<EditorNameID>25881</EditorNameID>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>units\natives\tomahawk_icon_64x64</Icon>
		<PortraitIcon>units\natives\tomahawk_portrait</PortraitIcon>
		<RolloverTextID>42193</RolloverTextID>
		<ShortRolloverTextID>42192</ShortRolloverTextID>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='337' name ='NativeHouseInca'>
		<DBID>263</DBID>
		<DisplayNameID>25912</DisplayNameID>
		<EditorNameID>25913</EditorNameID>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house aztec.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='338' name ='NativeHouseCarib'>
		<DBID>264</DBID>
		<DisplayNameID>25917</DisplayNameID>
		<EditorNameID>25918</EditorNameID>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\hut.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='339' name ='Jaguar'>
		<DBID>267</DBID>
		<DisplayNameID>25958</DisplayNameID>
		<EditorNameID>33334</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\jaguar\jaguar_icon</Icon>
		<PortraitIcon>units\animals\jaguar\jaguar_portrait</PortraitIcon>
		<RolloverTextID>25957</RolloverTextID>
		<ShortRolloverTextID>25956</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='340' name ='Tapir'>
		<DBID>268</DBID>
		<DisplayNameID>25962</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\tapir\tapir.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tapir\tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\tapir_portrait</PortraitIcon>
		<RolloverTextID>25961</RolloverTextID>
		<ShortRolloverTextID>25960</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='341' name ='CrateofFood'>
		<DBID>274</DBID>
		<DisplayNameID>26021</DisplayNameID>
		<EditorNameID>33048</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food_small.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>26020</RolloverTextID>
		<ShortRolloverTextID>26019</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotDeleteable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='342' name ='CrateofWood'>
		<DBID>275</DBID>
		<DisplayNameID>26025</DisplayNameID>
		<EditorNameID>33052</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood_small.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>26024</RolloverTextID>
		<ShortRolloverTextID>26023</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Wood'>100.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='343' name ='CrateofCoin'>
		<DBID>276</DBID>
		<DisplayNameID>26029</DisplayNameID>
		<EditorNameID>33044</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin_small.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>26028</RolloverTextID>
		<ShortRolloverTextID>26027</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Gold'>100.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='344' name ='Plantation'>
		<DBID>278</DBID>
		<DisplayNameID>26042</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\plantation\plantation.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>buildings\plantation\plantation_icon</Icon>
		<PortraitIcon>buildings\plantation\plantation_portrait</PortraitIcon>
		<RolloverTextID>26041</RolloverTextID>
		<ShortRolloverTextID>26040</ShortRolloverTextID>
		<InitialHitpoints>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>320.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype ='Wood'>800.0000</Cost>
		<InitialResource resourcetype ='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Tech row ='0' page ='1' column ='0'>OreRefining</Tech>
		<Tech row ='0' page ='1' column ='0'>Homesteading</Tech>
		<Tech row ='0' page ='1' column ='0'>Bookkeeping</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='345' name ='Capybara'>
		<DBID>279</DBID>
		<DisplayNameID>26053</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\capybara\capybara.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\capybara\capybara_icon</Icon>
		<PortraitIcon>units\animals\capybara\capybara_portrait</PortraitIcon>
		<RolloverTextID>26052</RolloverTextID>
		<ShortRolloverTextID>26051</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='346' name ='PetJaguar'>
		<DBID>297</DBID>
		<DisplayNameID>26167</DisplayNameID>
		<EditorNameID>26168</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\jaguar\jaguar_icon</Icon>
		<PortraitIcon>units\animals\jaguar\jaguar_portrait</PortraitIcon>
		<RolloverTextID>26166</RolloverTextID>
		<ShortRolloverTextID>26165</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype ='Food'>90.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='347' name ='BlackBear'>
		<DBID>298</DBID>
		<DisplayNameID>26174</DisplayNameID>
		<EditorNameID>33333</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_black.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearblack_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearblack_portrait</PortraitIcon>
		<RolloverTextID>26173</RolloverTextID>
		<ShortRolloverTextID>26172</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</Bounty>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='348' name ='Deer'>
		<DBID>299</DBID>
		<DisplayNameID>26178</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\deer\deer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\deer\deer_icon_64x64</Icon>
		<PortraitIcon>units\animals\deer\deer_portrait</PortraitIcon>
		<RolloverTextID>26177</RolloverTextID>
		<ShortRolloverTextID>26176</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='349' name ='MeetingPole'>
		<DBID>304</DBID>
		<DisplayNameID>26208</DisplayNameID>
		<EditorNameID>26209</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\meetingpole.xml</AnimFile>
		<Icon>objects\meeting_pole\meeting_pole_icon</Icon>
		<MinimapIcon>ui\minimap\t</MinimapIcon>
		<PortraitIcon>objects\meeting_pole\meeting_pole_icon</PortraitIcon>
		<RolloverTextID>26207</RolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='350' name ='NativeHouseCree'>
		<DBID>305</DBID>
		<DisplayNameID>26213</DisplayNameID>
		<EditorNameID>26214</EditorNameID>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\cree.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='351' name ='Surgeon'>
		<DBID>306</DBID>
		<DisplayNameID>26218</DisplayNameID>
		<EditorNameID>27775</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\surgeons\surgeon.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\surgeons\surgeon_icon</Icon>
		<PortraitIcon>units\surgeons\surgeon_portrait</PortraitIcon>
		<RolloverTextID>26217</RolloverTextID>
		<ShortRolloverTextID>26216</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>FieldHospital</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>surgeon.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='352' name ='Imam'>
		<DBID>308</DBID>
		<DisplayNameID>26226</DisplayNameID>
		<EditorNameID>27772</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\priests\imam.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\priests\ottoman_priest_icon</Icon>
		<PortraitIcon>units\priests\ottoman_priest_portrait</PortraitIcon>
		<RolloverTextID>26225</RolloverTextID>
		<ShortRolloverTextID>26224</ShortRolloverTextID>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='353' name ='NativeHouseLakota'>
		<DBID>310</DBID>
		<DisplayNameID>26234</DisplayNameID>
		<EditorNameID>26235</EditorNameID>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tipi.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='354' name ='NativeHouseNootka'>
		<DBID>312</DBID>
		<DisplayNameID>26253</DisplayNameID>
		<EditorNameID>26254</EditorNameID>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='355' name ='Caribou'>
		<DBID>317</DBID>
		<DisplayNameID>26292</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\caribou\caribou.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\caribou\caribou_icon_64x64</Icon>
		<PortraitIcon>units\animals\caribou\caribou_portrait</PortraitIcon>
		<RolloverTextID>26291</RolloverTextID>
		<ShortRolloverTextID>26290</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='356' name ='Outpost'>
		<DBID>318</DBID>
		<DisplayNameID>26307</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\outpost\outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\outpost\outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\outpost\outpost_portrait</PortraitIcon>
		<RolloverTextID>26306</RolloverTextID>
		<ShortRolloverTextID>26305</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='357' name ='Moose'>
		<DBID>326</DBID>
		<DisplayNameID>26507</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\moose\moose.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\moose\moose_icon_64x64</Icon>
		<PortraitIcon>units\animals\moose\moose_icon_portrait</PortraitIcon>
		<RolloverTextID>26504</RolloverTextID>
		<ShortRolloverTextID>26503</ShortRolloverTextID>
		<InitialHitpoints>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='358' name ='MuskOx'>
		<DBID>327</DBID>
		<DisplayNameID>26510</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\musk_ox\musk_ox.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\musk_ox\musk_ox_icon</Icon>
		<PortraitIcon>units\animals\musk_ox\musk_ox_portrait</PortraitIcon>
		<RolloverTextID>26509</RolloverTextID>
		<ShortRolloverTextID>26508</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='359' name ='Cougar'>
		<DBID>330</DBID>
		<DisplayNameID>26516</DisplayNameID>
		<EditorNameID>33337</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>26515</RolloverTextID>
		<ShortRolloverTextID>26514</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='360' name ='BighornSheep'>
		<DBID>331</DBID>
		<DisplayNameID>26520</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\bighorn_sheep\bighorn_sheep.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bighorn_sheep\bighorn_sheep_icon</Icon>
		<PortraitIcon>units\animals\bighorn_sheep\bighorn_sheep_portrait</PortraitIcon>
		<RolloverTextID>26519</RolloverTextID>
		<ShortRolloverTextID>26518</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='361' name ='Beluga'>
		<DBID>332</DBID>
		<DisplayNameID>26536</DisplayNameID>
		<EditorNameID>42301</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\beluga\beluga.xml</AnimFile>
		<Icon>units\animals\whale\whale_beluga_portrait</Icon>
		<PortraitIcon>units\animals\whale\whale_beluga_portrait</PortraitIcon>
		<RolloverTextID>26535</RolloverTextID>
		<ShortRolloverTextID>26534</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='362' name ='Market'>
		<DBID>337</DBID>
		<DisplayNameID>26749</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\market\market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>26748</RolloverTextID>
		<ShortRolloverTextID>26747</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='0'>SteelTraps</Tech>
		<Tech row ='0' page ='1' column ='1'>CircularSaw</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='1' column ='2'>Amalgamation</Tech>
		<Tech row ='0' page ='1' column ='2'>PlacerMines</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Command page ='7' column ='1'>MarketBuy2</Command>
		<Command page ='7' column ='0'>MarketBuy1</Command>
		<Command page ='8' column ='0'>MarketSell1</Command>
		<Command page ='8' column ='1'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id ='363' name ='FootprintWheel'>
		<DBID>340</DBID>
		<DisplayNameID>26818</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_wheel.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='364' name ='WhiteJaguar'>
		<DBID>343</DBID>
		<DisplayNameID>26832</DisplayNameID>
		<EditorNameID>26833</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\white_jaguar\white_jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\spc\white_jaguar\jaguar_white_icon_64x64</Icon>
		<PortraitIcon>units\spc\white_jaguar\jaguar_white_portrait</PortraitIcon>
		<RolloverTextID>26831</RolloverTextID>
		<ShortRolloverTextID>29007</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='365' name ='NativeHouseMaya'>
		<DBID>345</DBID>
		<DisplayNameID>26940</DisplayNameID>
		<EditorNameID>26941</EditorNameID>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house maya.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='366' name ='Turkey'>
		<DBID>346</DBID>
		<DisplayNameID>27054</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\turkey\turkey.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\turkey\turkey_portrait</Icon>
		<PortraitIcon>units\animals\turkey\turkey_portrait</PortraitIcon>
		<RolloverTextID>27053</RolloverTextID>
		<ShortRolloverTextID>27052</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='367' name ='MercBarbaryCorsair'>
		<DBID>351</DBID>
		<DisplayNameID>27311</DisplayNameID>
		<EditorNameID>27312</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\barbary_corsair\barbary_corsair.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\barbary_corsair\barbary_corsair_portrait</PortraitIcon>
		<RolloverTextID>27310</RolloverTextID>
		<ShortRolloverTextID>27309</ShortRolloverTextID>
		<InitialHitpoints>315.0000</InitialHitpoints>
		<MaxHitpoints>315.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='368' name ='CoveredWagon'>
		<DBID>352</DBID>
		<DisplayNameID>27330</DisplayNameID>
		<EditorNameID>34134</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\villagers\covered_wagon\covered_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\s</MinimapIcon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<RolloverTextID>27329</RolloverTextID>
		<ShortRolloverTextID>27328</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TownCenter'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='369' name ='Frigate'>
		<DBID>353</DBID>
		<DisplayNameID>27684</DisplayNameID>
		<EditorNameID>27685</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\frigate\frigate.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\frigate\frigate_icon_64x64</Icon>
		<PortraitIcon>units\naval\frigate\frigate_icon_portrait</PortraitIcon>
		<RolloverTextID>27683</RolloverTextID>
		<ShortRolloverTextID>27682</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype ='Wood'>500.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='370' name ='Fluyt'>
		<DBID>355</DBID>
		<DisplayNameID>27698</DisplayNameID>
		<EditorNameID>27699</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\fluyt\fluyt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fluyt\fluyt_icon_64x64</Icon>
		<PortraitIcon>units\naval\fluyt\fluyt_portrait</PortraitIcon>
		<RolloverTextID>27697</RolloverTextID>
		<ShortRolloverTextID>27696</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='4'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cossack</Train>
		<Train row ='0' page ='0' column ='6'>Uhlan</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='10'>AbusGun</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='371' name ='Galleon'>
		<DBID>356</DBID>
		<DisplayNameID>27705</DisplayNameID>
		<EditorNameID>27706</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\galleon\galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>27738</RolloverTextID>
		<ShortRolloverTextID>27703</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='10'>AbusGun</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cossack</Train>
		<Train row ='0' page ='0' column ='6'>Uhlan</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>96.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='372' name ='Galley'>
		<DBID>357</DBID>
		<DisplayNameID>27712</DisplayNameID>
		<EditorNameID>27713</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\galley\galley.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galley\galley_icon_64x64</Icon>
		<PortraitIcon>units\naval\galley\galley_portrait</PortraitIcon>
		<RolloverTextID>27711</RolloverTextID>
		<ShortRolloverTextID>27710</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.500000</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='373' name ='Privateer'>
		<DBID>359</DBID>
		<DisplayNameID>27726</DisplayNameID>
		<EditorNameID>27727</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\privateer\privateer.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\privateer\privateer_icon_64x64</Icon>
		<PortraitIcon>units\naval\privateer\privateer_icon_portrait</PortraitIcon>
		<RolloverTextID>27725</RolloverTextID>
		<ShortRolloverTextID>27724</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType5</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>privateer.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type ='Ship'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='374' name ='NuggetCave'>
		<DBID>364</DBID>
		<DisplayNameID>27893</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\cave\cave_dirt_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>27892</RolloverTextID>
		<ShortRolloverTextID>27891</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='375' name ='TreeYukon'>
		<DBID>365</DBID>
		<DisplayNameID>27900</DisplayNameID>
		<EditorNameID>27901</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yukon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>27899</RolloverTextID>
		<ShortRolloverTextID>27898</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='376' name ='TreeYukonSnow'>
		<DBID>371</DBID>
		<DisplayNameID>27944</DisplayNameID>
		<EditorNameID>27945</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yukon_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>27943</RolloverTextID>
		<ShortRolloverTextID>27942</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='377' name ='IGCChilche'>
		<DBID>385</DBID>
		<DisplayNameID>28082</DisplayNameID>
		<EditorNameID>28083</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\chilche_young\igc_chilche_young.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chilche_young\chilche_young_icon</Icon>
		<PortraitIcon>units\spc\chilche_young\chilche_young_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='378' name ='Cow'>
		<DBID>398</DBID>
		<DisplayNameID>28186</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\cow\cow.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cow\cow_icon_64x64</Icon>
		<PortraitIcon>units\animals\cow\cow_portrait</PortraitIcon>
		<RolloverTextID>28185</RolloverTextID>
		<ShortRolloverTextID>28184</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>0.0000</Bounty>
		<CarryCapacity resourcetype ='Food'>500.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Herdable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='379' name ='Wolf'>
		<DBID>409</DBID>
		<DisplayNameID>28233</DisplayNameID>
		<EditorNameID>28719</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28232</RolloverTextID>
		<ShortRolloverTextID>28231</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='380' name ='Horse'>
		<DBID>410</DBID>
		<DisplayNameID>28237</DisplayNameID>
		<EditorNameID>42757</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\horse\horse.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\horse\horse_icon_64x64</Icon>
		<PortraitIcon>units\animals\horse\horse_portrait</PortraitIcon>
		<RolloverTextID>28236</RolloverTextID>
		<ShortRolloverTextID>28235</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='381' name ='IGCWashington'>
		<DBID>416</DBID>
		<DisplayNameID>28255</DisplayNameID>
		<EditorNameID>28256</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\george_washington\igc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington\george_washington_icon_64x64</Icon>
		<PortraitIcon>units\spc\george_washington\george_washington_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='382' name ='AIStart'>
		<DBID>419</DBID>
		<DisplayNameID>28351</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</LOS>
		<SocketUnitType>AIStart</SocketUnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='383' name ='IGCStuart'>
		<DBID>422</DBID>
		<DisplayNameID>28376</DisplayNameID>
		<EditorNameID>28377</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\stuart_black\igc_stuart_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='384' name ='TreeSaguenay'>
		<DBID>423</DBID>
		<DisplayNameID>28441</DisplayNameID>
		<EditorNameID>28442</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_saguenay.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>28440</RolloverTextID>
		<ShortRolloverTextID>28439</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='385' name ='Boneguard'>
		<DBID>429</DBID>
		<DisplayNameID>28478</DisplayNameID>
		<EditorNameID>28479</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\boneguard\boneguard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\boneguard\boneguard_age1_icon_64x64</Icon>
		<PortraitIcon>units\infantry\boneguard\boneguard_age1_portrait</PortraitIcon>
		<RolloverTextID>28477</RolloverTextID>
		<ShortRolloverTextID>28476</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='386' name ='WhiteWolf'>
		<DBID>440</DBID>
		<DisplayNameID>28571</DisplayNameID>
		<EditorNameID>36191</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\white_wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\white_wolf_portrait</PortraitIcon>
		<RolloverTextID>38154</RolloverTextID>
		<ShortRolloverTextID>38171</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23.0000</Bounty>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='387' name ='Mine'>
		<DBID>442</DBID>
		<DisplayNameID>28577</DisplayNameID>
		<EditorNameID>33757</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\silver_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>28576</RolloverTextID>
		<ShortRolloverTextID>28575</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Gold'>2000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>MinedResource</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='388' name ='Rhea'>
		<DBID>459</DBID>
		<DisplayNameID>28615</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\rhea\rhea.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhea\rhea_portrait</Icon>
		<PortraitIcon>units\animals\rhea\rhea_portrait</PortraitIcon>
		<RolloverTextID>28614</RolloverTextID>
		<ShortRolloverTextID>28613</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Huntable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='389' name ='PetCougar'>
		<DBID>462</DBID>
		<DisplayNameID>28635</DisplayNameID>
		<EditorNameID>28636</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\pet_cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>28634</RolloverTextID>
		<ShortRolloverTextID>28633</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='390' name ='PetGrizzly'>
		<DBID>463</DBID>
		<DisplayNameID>28642</DisplayNameID>
		<EditorNameID>28643</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\bear\bear_grizzly.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\beargrizzly_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\beargrizzly_portrait</PortraitIcon>
		<RolloverTextID>28641</RolloverTextID>
		<ShortRolloverTextID>28640</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype ='Food'>125.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='391' name ='PetPolarBear'>
		<DBID>464</DBID>
		<DisplayNameID>28649</DisplayNameID>
		<EditorNameID>28650</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\bear\bear_polar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearpolar_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearpolar_portrait</PortraitIcon>
		<RolloverTextID>28648</RolloverTextID>
		<ShortRolloverTextID>28647</ShortRolloverTextID>
		<InitialHitpoints>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype ='Food'>140.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='392' name ='PetWolf'>
		<DBID>465</DBID>
		<DisplayNameID>28656</DisplayNameID>
		<EditorNameID>28657</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28655</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='393' name ='Coyote'>
		<DBID>473</DBID>
		<DisplayNameID>28716</DisplayNameID>
		<EditorNameID>28718</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28715</RolloverTextID>
		<ShortRolloverTextID>28714</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='394' name ='FishCod'>
		<DBID>476</DBID>
		<DisplayNameID>28761</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\fish.xml</AnimFile>
		<Icon>units\animals\fish\cod_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\cod_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='395' name ='ExplorerDog'>
		<DBID>483</DBID>
		<DisplayNameID>28974</DisplayNameID>
		<EditorNameID>28975</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\wardogs\war_dog_icon_64x64</Icon>
		<PortraitIcon>units\wardogs\war_dog_portrait</PortraitIcon>
		<RolloverTextID>28973</RolloverTextID>
		<ShortRolloverTextID>28972</ShortRolloverTextID>
		<InitialHitpoints>215.0000</InitialHitpoints>
		<MaxHitpoints>215.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>10.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='396' name ='LivestockPen'>
		<DBID>484</DBID>
		<DisplayNameID>29032</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\livestock pen\livestock pen.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\livestock pen\livestock_pen_icon</Icon>
		<PortraitIcon>buildings\livestock pen\livestock_pen_portrait</PortraitIcon>
		<RolloverTextID>29031</RolloverTextID>
		<ShortRolloverTextID>29030</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype ='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='0'>Sheep</Train>
		<Tech row ='0' page ='1' column ='5'>SelectiveBreeding</Tech>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id ='397' name ='TreeTexas'>
		<DBID>486</DBID>
		<DisplayNameID>29062</DisplayNameID>
		<EditorNameID>29063</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_texas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29061</RolloverTextID>
		<ShortRolloverTextID>29060</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='398' name ='TreeTexasDirt'>
		<DBID>487</DBID>
		<DisplayNameID>29067</DisplayNameID>
		<EditorNameID>29068</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_texasdirt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29066</RolloverTextID>
		<ShortRolloverTextID>29065</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='399' name ='TreeGreatLakes'>
		<DBID>488</DBID>
		<DisplayNameID>29072</DisplayNameID>
		<EditorNameID>29073</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatlakes.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29071</RolloverTextID>
		<ShortRolloverTextID>29070</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='400' name ='TreeNewEngland'>
		<DBID>491</DBID>
		<DisplayNameID>29108</DisplayNameID>
		<EditorNameID>29109</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_newengland.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29107</RolloverTextID>
		<ShortRolloverTextID>29106</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='401' name ='PetCoyote'>
		<DBID>497</DBID>
		<DisplayNameID>29162</DisplayNameID>
		<EditorNameID>29163</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>29161</RolloverTextID>
		<ShortRolloverTextID>29160</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='402' name ='OutlawRider'>
		<DBID>498</DBID>
		<DisplayNameID>29169</DisplayNameID>
		<EditorNameID>29195</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_rider_icon_64x64</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_rider_portrait</PortraitIcon>
		<RolloverTextID>29168</RolloverTextID>
		<ShortRolloverTextID>29167</ShortRolloverTextID>
		<InitialHitpoints>390.0000</InitialHitpoints>
		<MaxHitpoints>390.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>predatorCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='403' name ='OutlawBlowgunner'>
		<DBID>500</DBID>
		<DisplayNameID>29183</DisplayNameID>
		<EditorNameID>29196</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_blowgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>29182</RolloverTextID>
		<ShortRolloverTextID>29181</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorarcher.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='404' name ='OutlawRifleman'>
		<DBID>501</DBID>
		<DisplayNameID>29190</DisplayNameID>
		<EditorNameID>29198</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_shotgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_shotgun_icon</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_shotgun_portrait</PortraitIcon>
		<RolloverTextID>29189</RolloverTextID>
		<ShortRolloverTextID>29188</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='405' name ='TreeGreatPlains'>
		<DBID>503</DBID>
		<DisplayNameID>29269</DisplayNameID>
		<EditorNameID>29270</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplains.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29268</RolloverTextID>
		<ShortRolloverTextID>29267</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='406' name ='Inuksuk'>
		<DBID>508</DBID>
		<DisplayNameID>29340</DisplayNameID>
		<EditorNameID>29337</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_ruins\ruins.xml</AnimFile>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='407' name ='Stagecoach'>
		<DBID>512</DBID>
		<DisplayNameID>29379</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trade\trade_stagecoach.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>29378</RolloverTextID>
		<ShortRolloverTextID>29377</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='408' name ='HotAirBalloon'>
		<DBID>518</DBID>
		<DisplayNameID>29591</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\balloons\balloon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>29590</RolloverTextID>
		<ShortRolloverTextID>29592</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>Doppled</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='409' name ='CWallGate'>
		<DBID>523</DBID>
		<DisplayNameID>29634</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\wall\wall_portrait</Icon>
		<PortraitIcon>buildings\wall\gate_portrait</PortraitIcon>
		<RolloverTextID>29633</RolloverTextID>
		<ShortRolloverTextID>29632</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>7.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='410' name ='Alligator'>
		<DBID>524</DBID>
		<DisplayNameID>29646</DisplayNameID>
		<EditorNameID>33336</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\alligator\alligator_land.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\alligator\alligator_icon_64x64</Icon>
		<PortraitIcon>units\animals\alligator\alligator_portrait</PortraitIcon>
		<RolloverTextID>29645</RolloverTextID>
		<ShortRolloverTextID>29644</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>0.000000</DamageCap>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='411' name ='Pirate'>
		<DBID>525</DBID>
		<DisplayNameID>29650</DisplayNameID>
		<EditorNameID>29651</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>29649</RolloverTextID>
		<ShortRolloverTextID>29648</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='412' name ='NativeScout'>
		<DBID>527</DBID>
		<DisplayNameID>29664</DisplayNameID>
		<EditorNameID>29665</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\aymara_scout.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\miskatonic_scout_icon_64x64</Icon>
		<PortraitIcon>units\natives\miskatonic_scout_portrait</PortraitIcon>
		<RolloverTextID>29663</RolloverTextID>
		<ShortRolloverTextID>29662</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype ='Wood'>90.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>HeroName2</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>scout.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='413' name ='TreeBayou'>
		<DBID>528</DBID>
		<DisplayNameID>29671</DisplayNameID>
		<EditorNameID>29672</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_bayou.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29670</RolloverTextID>
		<ShortRolloverTextID>29669</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='414' name ='FieldHospital'>
		<DBID>534</DBID>
		<DisplayNameID>29733</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\field_hospital\field_hospital.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\field_hospital\field_hostpital_icon</Icon>
		<PortraitIcon>buildings\field_hospital\field_hostpital_portrait</PortraitIcon>
		<RolloverTextID>29732</RolloverTextID>
		<ShortRolloverTextID>29731</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='0'>Surgeon</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
	</Unit>
	<Unit id ='415' name ='NuggetWolfTreebent'>
		<DBID>542</DBID>
		<DisplayNameID>29884</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_treebent\nugget_wolf_treebent.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>29883</RolloverTextID>
		<ShortRolloverTextID>29882</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='416' name ='NuggetWolfRock'>
		<DBID>543</DBID>
		<DisplayNameID>29889</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_rock\nugget_wolf_rock.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>29888</RolloverTextID>
		<ShortRolloverTextID>29887</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='417' name ='SocketTradeRoute'>
		<DBID>551</DBID>
		<DisplayNameID>29937</DisplayNameID>
		<EditorNameID>29999</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\trade_route_socket.xml</AnimFile>
		<Icon>ui\trade_route\trade1</Icon>
		<MinimapIcon>ui\minimap\t</MinimapIcon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<RolloverTextID>30051</RolloverTextID>
		<ShortRolloverTextID>30052</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>AlwaysShowAsSocket</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='418' name ='SocketCaribs'>
		<DBID>553</DBID>
		<DisplayNameID>29939</DisplayNameID>
		<EditorNameID>29988</EditorNameID>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>32931</RolloverTextID>
		<ShortRolloverTextID>38257</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='419' name ='SocketComanche'>
		<DBID>554</DBID>
		<DisplayNameID>29940</DisplayNameID>
		<EditorNameID>29990</EditorNameID>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>32933</RolloverTextID>
		<ShortRolloverTextID>38255</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='420' name ='SocketCree'>
		<DBID>555</DBID>
		<DisplayNameID>29941</DisplayNameID>
		<EditorNameID>29991</EditorNameID>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\cree_tracker_portrait</PortraitIcon>
		<RolloverTextID>32934</RolloverTextID>
		<ShortRolloverTextID>38254</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='421' name ='SocketInca'>
		<DBID>556</DBID>
		<DisplayNameID>29942</DisplayNameID>
		<EditorNameID>29993</EditorNameID>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\bola_portrait</PortraitIcon>
		<RolloverTextID>32935</RolloverTextID>
		<ShortRolloverTextID>38250</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='422' name ='SocketIroquois'>
		<DBID>557</DBID>
		<DisplayNameID>29943</DisplayNameID>
		<EditorNameID>29994</EditorNameID>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\tomahawk_portrait</PortraitIcon>
		<RolloverTextID>32936</RolloverTextID>
		<ShortRolloverTextID>38249</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='423' name ='SocketLakota'>
		<DBID>558</DBID>
		<DisplayNameID>29944</DisplayNameID>
		<EditorNameID>29995</EditorNameID>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\axe_rider_portrait</PortraitIcon>
		<RolloverTextID>32937</RolloverTextID>
		<ShortRolloverTextID>38248</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='424' name ='SocketMaya'>
		<DBID>559</DBID>
		<DisplayNameID>29945</DisplayNameID>
		<EditorNameID>29996</EditorNameID>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\holcan_spearman_portrait</PortraitIcon>
		<RolloverTextID>32938</RolloverTextID>
		<ShortRolloverTextID>38247</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='425' name ='SocketNootka'>
		<DBID>560</DBID>
		<DisplayNameID>29946</DisplayNameID>
		<EditorNameID>29997</EditorNameID>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\clubman_icon_portrait</PortraitIcon>
		<RolloverTextID>32939</RolloverTextID>
		<ShortRolloverTextID>38246</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='426' name ='SocketSeminole'>
		<DBID>561</DBID>
		<DisplayNameID>29947</DisplayNameID>
		<EditorNameID>29998</EditorNameID>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\sharktooth_bow_portrait</PortraitIcon>
		<RolloverTextID>30053</RolloverTextID>
		<ShortRolloverTextID>30054</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='427' name ='SocketCherokee'>
		<DBID>562</DBID>
		<DisplayNameID>29948</DisplayNameID>
		<EditorNameID>29989</EditorNameID>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32932</RolloverTextID>
		<ShortRolloverTextID>38256</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='428' name ='SocketAztec'>
		<DBID>564</DBID>
		<DisplayNameID>29954</DisplayNameID>
		<EditorNameID>29987</EditorNameID>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>32930</RolloverTextID>
		<ShortRolloverTextID>38258</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='429' name ='NuggetCoveredWagon'>
		<DBID>587</DBID>
		<DisplayNameID>30146</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\nugget_covered_wagon\nugget_covered_wagon.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='430' name ='ShaderObject'>
		<DBID>595</DBID>
		<DisplayNameID>30197</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\shader_object\shader_object.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='431' name ='Drummer'>
		<DBID>596</DBID>
		<DisplayNameID>30201</DisplayNameID>
		<EditorNameID>30202</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\drummer\drummer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\squad\drummer\drummer_icon</Icon>
		<PortraitIcon>units\squad\drummer\drummer_icon</PortraitIcon>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='9' column ='0'>Tactic1</Command>
		<Command page ='9' column ='1'>Tactic5</Command>
		<Command page ='9' column ='2'>Tactic6</Command>
		<Command page ='9' column ='3'>SquadLock</Command>
		<Command page ='9' column ='4'>SquadUnlock</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id ='432' name ='FlagBearerDefault'>
		<DBID>597</DBID>
		<DisplayNameID>30208</DisplayNameID>
		<EditorNameID>30209</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='9' column ='0'>Tactic1</Command>
		<Command page ='9' column ='1'>Tactic5</Command>
		<Command page ='9' column ='2'>Tactic6</Command>
		<Command page ='9' column ='3'>SquadLock</Command>
		<Command page ='9' column ='4'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='433' name ='BerryBush'>
		<DBID>599</DBID>
		<DisplayNameID>30221</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_berrybush.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\berrybush_icon_64</Icon>
		<PortraitIcon>terrain\trees\berrybush_portriat</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype ='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>AbstractFruit</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='434' name ='Capitol'>
		<DBID>601</DBID>
		<DisplayNameID>30241</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\capitol\capitol.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\capitol\capitol_icon</Icon>
		<PortraitIcon>buildings\capitol\capitol_portrait</PortraitIcon>
		<RolloverTextID>30240</RolloverTextID>
		<ShortRolloverTextID>30239</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>4</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<Tech row ='0' page ='1' column ='0'>HCBlockade</Tech>
		<Tech row ='0' page ='1' column ='1'>Spies</Tech>
		<Tech row ='0' page ='1' column ='9'>ImpLegendaryNatives</Tech>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='3'>ImpKnighthood</Tech>
		<Tech row ='0' page ='1' column ='4'>ImpImmigrants</Tech>
		<Tech row ='0' page ='1' column ='5'>ImpLargeScaleAgriculture</Tech>
		<Tech row ='0' page ='1' column ='3'>ImpPeerage</Tech>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Tech row ='0' page ='1' column ='7'>ImpExcessiveTaxation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='435' name ='NatAxeRiderDogSoldier'>
		<DBID>610</DBID>
		<DisplayNameID>30326</DisplayNameID>
		<EditorNameID>30327</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\dogsoldier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\dog_soldier_icon</Icon>
		<PortraitIcon>units\natives\dog_soldier_portrait</PortraitIcon>
		<RolloverTextID>30325</RolloverTextID>
		<ShortRolloverTextID>30324</ShortRolloverTextID>
		<InitialHitpoints>730.0000</InitialHitpoints>
		<MaxHitpoints>730.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='436' name ='Manor'>
		<DBID>626</DBID>
		<DisplayNameID>30633</DisplayNameID>
		<EditorNameID>30636</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_west.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>30632</RolloverTextID>
		<ShortRolloverTextID>30631</ShortRolloverTextID>
		<InitialHitpoints>1800.0000</InitialHitpoints>
		<MaxHitpoints>1800.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>54.0000</Bounty>
		<BuildBounty>27.0000</BuildBounty>
		<Cost resourcetype ='Wood'>135.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Tactics>house.tactics</Tactics>
	</Unit>
	<Unit id ='437' name ='SettlerWagon'>
		<DBID>627</DBID>
		<DisplayNameID>30679</DisplayNameID>
		<EditorNameID>34133</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\villagers\settler_wagon\settler_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\villagers\settler_wagon\settler_wagon_icon</Icon>
		<PortraitIcon>units\villagers\settler_wagon\settler_wagon_portrait</PortraitIcon>
		<RolloverTextID>30678</RolloverTextID>
		<ShortRolloverTextID>30677</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='5'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='4'>Dock</Train>
		<Train row ='0' page ='6' column ='4'>Dock</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='5'>Outpost</Train>
		<Train row ='0' page ='6' column ='5'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>TradingPost</Train>
		<Train row ='0' page ='6' column ='6'>TradingPost</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='13'>Arsenal</Train>
		<Train row ='0' page ='6' column ='13'>Arsenal</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Stable</Train>
		<Train row ='0' page ='6' column ='11'>Stable</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='9'>Church</Train>
		<Train row ='0' page ='6' column ='9'>Church</Train>
		<Train row ='0' page ='6' column ='3'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='3'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='1'>Market</Train>
		<Train row ='0' page ='6' column ='1'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Mill</Train>
		<Train row ='0' page ='6' column ='2'>Mill</Train>
		<Train page ='255' column ='1'>WallStraight5</Train>
		<Train page ='255' column ='1'>WallStraight2</Train>
		<Train page ='6' column ='7'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>Bank</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Huntable'>4.000000</DamageBonus>
			<DamageBonus type ='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>2.000000</Rate>
			<Rate type ='House'>2.000000</Rate>
			<Rate type ='Manor'>2.000000</Rate>
			<Rate type ='Church'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>15.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>1.000000</Rate>
			<Rate type ='Mill'>1.340000</Rate>
			<Rate type ='Plantation'>1.000000</Rate>
			<Rate type ='Herdable'>4.000000</Rate>
			<Rate type ='Huntable'>1.700000</Rate>
			<Rate type ='AbstractMine'>1.200000</Rate>
			<Rate type ='BerryBush'>1.340000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1.000000</Rate>
			<Rate type ='Huntable'>1.000000</Rate>
			<Rate type ='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='438' name ='Monitor'>
		<DBID>643</DBID>
		<DisplayNameID>30923</DisplayNameID>
		<EditorNameID>30924</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\monitor\monitor.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\monitor\monitor_icon_64x64</Icon>
		<PortraitIcon>units\naval\monitor\monitor_icon_portrait</PortraitIcon>
		<RolloverTextID>30922</RolloverTextID>
		<ShortRolloverTextID>30921</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype ='Wood'>800.0000</Cost>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>bombardShip.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type ='Building'>10.000000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>36.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>160.000000</DamageCap>
			<DamageBonus type ='Building'>10.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='439' name ='Miner'>
		<DBID>647</DBID>
		<DisplayNameID>31145</DisplayNameID>
		<EditorNameID>31146</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>31144</RolloverTextID>
		<ShortRolloverTextID>31143</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='0' column ='0'>RockBridgeRight</Train>
		<Train row ='0' page ='0' column ='1'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='RockBridgeLeft'>1.000000</Rate>
			<Rate type ='RockBridgeRight'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractMine'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id ='440' name ='CrateofXP'>
		<DBID>648</DBID>
		<DisplayNameID>31180</DisplayNameID>
		<EditorNameID>32715</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>38244</RolloverTextID>
		<ShortRolloverTextID>38245</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='XP'>100.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='441' name ='RussianCannon'>
		<DBID>654</DBID>
		<DisplayNameID>31234</DisplayNameID>
		<EditorNameID>31235</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\spc\russian_cannon\russian_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\spc\russian_cannon\russian_cannon_icon_64</Icon>
		<PortraitIcon>units\spc\russian_cannon\russian_cannon_icon_portrait</PortraitIcon>
		<RolloverTextID>38145</RolloverTextID>
		<ShortRolloverTextID>31232</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>180.0000</Bounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<Cost resourcetype ='Gold'>1000.0000</Cost>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>650.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1350.000000</DamageCap>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='442' name ='RockBridgeMiddle'>
		<DBID>656</DBID>
		<DisplayNameID>31246</DisplayNameID>
		<EditorNameID>31247</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeMiddle.xml</AnimFile>
		<DeadReplacement>RockBridgeDead</DeadReplacement>
		<DeadReplacementLifespan>20000</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31245</RolloverTextID>
		<InitialHitpoints>800000.0000</InitialHitpoints>
		<MaxHitpoints>800000.0000</MaxHitpoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='443' name ='AbusGun'>
		<DBID>659</DBID>
		<DisplayNameID>31291</DisplayNameID>
		<EditorNameID>31292</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\artillery\abus_gun\abus_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\artillery\abus_gun\abus_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\abus_gun\abus_gun_portrait</PortraitIcon>
		<RolloverTextID>31290</RolloverTextID>
		<ShortRolloverTextID>31289</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>abus.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='444' name ='CoureurCree'>
		<DBID>673</DBID>
		<DisplayNameID>31433</DisplayNameID>
		<EditorNameID>31434</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\coureur\coureur_du_bois.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\coureur\coureur_du_bois_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\coureur\coureur_du_bois_portrait</PortraitIcon>
		<RolloverTextID>31432</RolloverTextID>
		<ShortRolloverTextID>31431</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>120.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='4'>Dock</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='5'>Outpost</Train>
		<Train row ='0' page ='6' column ='5'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='13'>Arsenal</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Stable</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='9'>Church</Train>
		<Train row ='0' page ='6' column ='3'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='8'>Bank</Train>
		<Train row ='0' page ='6' column ='6'>TradingPost</Train>
		<Train row ='0' page ='6' column ='7'>WallConnector</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='1'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Mill</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.200000</Rate>
			<Rate type ='House'>1.200000</Rate>
			<Rate type ='Manor'>1.200000</Rate>
			<Rate type ='Church'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Huntable'>1.040000</Rate>
			<Rate type ='Mill'>0.840000</Rate>
			<Rate type ='Plantation'>0.630000</Rate>
			<Rate type ='Tree'>0.620000</Rate>
			<Rate type ='Herdable'>2.500000</Rate>
			<Rate type ='AbstractMine'>0.740000</Rate>
			<Rate type ='BerryBush'>0.830000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Huntable'>1.000000</Rate>
			<Rate type ='Herdable'>1.000000</Rate>
			<Rate type ='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Huntable'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type ='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='445' name ='PowerRanger'>
		<DBID>676</DBID>
		<DisplayNameID>31502</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\abilities\powerranger\powerranger.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='446' name ='RockBridgeLeft'>
		<DBID>683</DBID>
		<DisplayNameID>31727</DisplayNameID>
		<EditorNameID>31728</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeLeft.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31726</RolloverTextID>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<BuildPoints>250.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NotObscuredByUnitsAsFoundation</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>SolidFoundation</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>PlaceAsFoundation</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='447' name ='RockBridgeRight'>
		<DBID>684</DBID>
		<DisplayNameID>31731</DisplayNameID>
		<EditorNameID>31732</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeRight.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31730</RolloverTextID>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<BuildPoints>250.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>SolidFoundation</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>PlaceAsFoundation</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotObscuredByUnitsAsFoundation</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='448' name ='CrateofFoodLarge'>
		<DBID>685</DBID>
		<DisplayNameID>31763</DisplayNameID>
		<EditorNameID>33049</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>31762</RolloverTextID>
		<ShortRolloverTextID>31761</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='449' name ='CrateofWoodLarge'>
		<DBID>686</DBID>
		<DisplayNameID>31767</DisplayNameID>
		<EditorNameID>33053</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>31766</RolloverTextID>
		<ShortRolloverTextID>31765</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Wood'>500.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='450' name ='CrateofCoinLarge'>
		<DBID>687</DBID>
		<DisplayNameID>31771</DisplayNameID>
		<EditorNameID>33045</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>31770</RolloverTextID>
		<ShortRolloverTextID>31769</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Gold'>500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='451' name ='RockBridgeDead'>
		<DBID>688</DBID>
		<DisplayNameID>31813</DisplayNameID>
		<EditorNameID>31814</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeDead.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31812</RolloverTextID>
		<InitialHitpoints>2400.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Flag>PlaceAnywhere</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='452' name ='LakePlantsNe'>
		<DBID>689</DBID>
		<DisplayNameID>31820</DisplayNameID>
		<EditorNameID>31821</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_plants_ne.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='453' name ='LakeRocksNe'>
		<DBID>690</DBID>
		<DisplayNameID>31822</DisplayNameID>
		<EditorNameID>31823</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_rocks_ne.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='454' name ='LakeWaterPlantsNe'>
		<DBID>694</DBID>
		<DisplayNameID>32273</DisplayNameID>
		<EditorNameID>32274</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_water_plants_ne.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='455' name ='Learicorn'>
		<DBID>696</DBID>
		<DisplayNameID>32356</DisplayNameID>
		<EditorNameID>32357</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon>
		<RolloverTextID>32355</RolloverTextID>
		<ShortRolloverTextID>32354</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>80.0000</Cost>
		<Cost resourcetype ='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>9.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='456' name ='TreePampas'>
		<DBID>697</DBID>
		<DisplayNameID>32401</DisplayNameID>
		<EditorNameID>32402</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_pampas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32400</RolloverTextID>
		<ShortRolloverTextID>32399</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='457' name ='SPCAlain'>
		<DBID>699</DBID>
		<DisplayNameID>32410</DisplayNameID>
		<EditorNameID>32411</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\alain\spc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<RolloverTextID>32409</RolloverTextID>
		<ShortRolloverTextID>32408</ShortRolloverTextID>
		<InitialHitpoints>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='458' name ='SPCAmelia'>
		<DBID>700</DBID>
		<DisplayNameID>32416</DisplayNameID>
		<EditorNameID>32417</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\amelia_black\spc_amelia_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\amelia_black\amelia_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\amelia_black\amelia_black_igc_icon</PortraitIcon>
		<RolloverTextID>32415</RolloverTextID>
		<ShortRolloverTextID>32414</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>amelia.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5.000000</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DoubleBarrelAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='459' name ='SPCBeaumont'>
		<DBID>701</DBID>
		<DisplayNameID>32422</DisplayNameID>
		<EditorNameID>32423</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\SPC\beaumont\spc_beaumont.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\beaumont\beaumont_icon_64x64</Icon>
		<PortraitIcon>units\spc\beaumont\beaumont_igc_icon</PortraitIcon>
		<RolloverTextID>32421</RolloverTextID>
		<ShortRolloverTextID>32420</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Knife</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>beaumont.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>KnifeAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='460' name ='SPCCooper'>
		<DBID>703</DBID>
		<DisplayNameID>32434</DisplayNameID>
		<EditorNameID>32435</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\major_cooper\spc_major_cooper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<RolloverTextID>32433</RolloverTextID>
		<ShortRolloverTextID>32432</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='461' name ='SPCDelgado'>
		<DBID>704</DBID>
		<DisplayNameID>32440</DisplayNameID>
		<EditorNameID>32441</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\delgado\spc_delgado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\delgado\delgado_icon_64x64</Icon>
		<PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon>
		<RolloverTextID>32439</RolloverTextID>
		<ShortRolloverTextID>32438</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='462' name ='SPCJohn'>
		<DBID>705</DBID>
		<DisplayNameID>32446</DisplayNameID>
		<EditorNameID>32447</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\john_black\spc_john_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<RolloverTextID>32445</RolloverTextID>
		<ShortRolloverTextID>32444</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>john.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5.000000</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='463' name ='SPCKanyenke'>
		<DBID>706</DBID>
		<DisplayNameID>32452</DisplayNameID>
		<EditorNameID>32453</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\kanyenke\spc_kanyenke.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<RolloverTextID>32451</RolloverTextID>
		<ShortRolloverTextID>32450</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>35.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='464' name ='SPCLizzie'>
		<DBID>707</DBID>
		<DisplayNameID>32458</DisplayNameID>
		<EditorNameID>32459</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\elizabeth_ramsey\spc_elizabeth_ramsey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<RolloverTextID>32457</RolloverTextID>
		<ShortRolloverTextID>32456</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>lizzie.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='465' name ='SPCMorgan'>
		<DBID>708</DBID>
		<DisplayNameID>32464</DisplayNameID>
		<EditorNameID>32465</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\morgan_black\spc_morgan_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_igc_icon</PortraitIcon>
		<RolloverTextID>32463</RolloverTextID>
		<ShortRolloverTextID>32462</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>morgan.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5.000000</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>OberhauAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='466' name ='SPCNonahkee'>
		<DBID>709</DBID>
		<DisplayNameID>32470</DisplayNameID>
		<EditorNameID>32471</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\nonahkee\spc_nonahkee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<RolloverTextID>32469</RolloverTextID>
		<ShortRolloverTextID>32468</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>nonahkee.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='467' name ='SPCSahin'>
		<DBID>710</DBID>
		<DisplayNameID>32476</DisplayNameID>
		<EditorNameID>32477</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\sahin\spc_sahin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sahin\sahin_icon_64x64</Icon>
		<PortraitIcon>units\spc\sahin\sahin_igc_icon</PortraitIcon>
		<RolloverTextID>32475</RolloverTextID>
		<ShortRolloverTextID>32474</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>sahin.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='468' name ='SPCStuart'>
		<DBID>711</DBID>
		<DisplayNameID>32482</DisplayNameID>
		<EditorNameID>32483</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\stuart_black\spc_stuart_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<RolloverTextID>32481</RolloverTextID>
		<ShortRolloverTextID>32480</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='469' name ='SPCWarwick'>
		<DBID>712</DBID>
		<DisplayNameID>32488</DisplayNameID>
		<EditorNameID>32489</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\warwick\spc_warwick.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\warwick\igc_warwick_icon</Icon>
		<PortraitIcon>units\spc\warwick\igc_warwick_portrait</PortraitIcon>
		<RolloverTextID>32487</RolloverTextID>
		<ShortRolloverTextID>32486</ShortRolloverTextID>
		<InitialHitpoints>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='470' name ='SPCWashington'>
		<DBID>713</DBID>
		<DisplayNameID>32494</DisplayNameID>
		<EditorNameID>32495</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\george_washington\spc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington\george_washington_icon_64x64</Icon>
		<PortraitIcon>units\spc\george_washington\george_washington_igc_icon</PortraitIcon>
		<RolloverTextID>32493</RolloverTextID>
		<ShortRolloverTextID>32492</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='471' name ='SPCGreatPlainsChief'>
		<DBID>715</DBID>
		<DisplayNameID>32533</DisplayNameID>
		<EditorNameID>32534</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\lakota_chief\spc_lakota_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\neamaltha\neamaltha_icon_64x64</Icon>
		<PortraitIcon>units\spc\neamaltha\neamaltha_igc_icon</PortraitIcon>
		<RolloverTextID>32532</RolloverTextID>
		<ShortRolloverTextID>32531</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='472' name ='SPCWhiteBuffalo'>
		<DBID>717</DBID>
		<DisplayNameID>32545</DisplayNameID>
		<EditorNameID>32546</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\white_buffalo\white_buffalo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bison\bison_white_icon_64x64</Icon>
		<PortraitIcon>units\animals\bison\bison_white_portrait</PortraitIcon>
		<RolloverTextID>32544</RolloverTextID>
		<ShortRolloverTextID>32543</ShortRolloverTextID>
		<InitialHitpoints>480.0000</InitialHitpoints>
		<MaxHitpoints>480.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>10.0000</Bounty>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='473' name ='SPCChiefDaughter'>
		<DBID>718</DBID>
		<DisplayNameID>32570</DisplayNameID>
		<EditorNameID>32571</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\cree_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\greta_icon</Icon>
		<PortraitIcon>units\natives\greta_portrait</PortraitIcon>
		<RolloverTextID>32569</RolloverTextID>
		<ShortRolloverTextID>32568</ShortRolloverTextID>
		<InitialHitpoints>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='474' name ='TreeRockies'>
		<DBID>722</DBID>
		<DisplayNameID>32615</DisplayNameID>
		<EditorNameID>32616</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_rockies.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32614</RolloverTextID>
		<ShortRolloverTextID>32613</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='475' name ='TreeRockiesSnow'>
		<DBID>723</DBID>
		<DisplayNameID>32620</DisplayNameID>
		<EditorNameID>32621</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_rockies_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32619</RolloverTextID>
		<ShortRolloverTextID>32618</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='476' name ='SPCWagonFood'>
		<DBID>729</DBID>
		<DisplayNameID>32675</DisplayNameID>
		<EditorNameID>32677</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_food.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32674</RolloverTextID>
		<ShortRolloverTextID>32673</ShortRolloverTextID>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='477' name ='SPCWagonWood'>
		<DBID>730</DBID>
		<DisplayNameID>32680</DisplayNameID>
		<EditorNameID>32681</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_wood.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32679</RolloverTextID>
		<ShortRolloverTextID>32678</ShortRolloverTextID>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='478' name ='SPCWagonGold'>
		<DBID>731</DBID>
		<DisplayNameID>32685</DisplayNameID>
		<EditorNameID>32686</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_gold.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32684</RolloverTextID>
		<ShortRolloverTextID>32683</ShortRolloverTextID>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='479' name ='SPCWagonAll'>
		<DBID>732</DBID>
		<DisplayNameID>32690</DisplayNameID>
		<EditorNameID>32691</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_all.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32689</RolloverTextID>
		<ShortRolloverTextID>32688</ShortRolloverTextID>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='480' name ='IGCGreatPlainsChief'>
		<DBID>734</DBID>
		<DisplayNameID>32725</DisplayNameID>
		<EditorNameID>32726</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\lakota_chief\igc_lakota_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='481' name ='TreeCarolinaMarsh'>
		<DBID>738</DBID>
		<DisplayNameID>32785</DisplayNameID>
		<EditorNameID>32786</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_carolina_marsh.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32784</RolloverTextID>
		<ShortRolloverTextID>33767</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='482' name ='SPCTentLarge'>
		<DBID>745</DBID>
		<DisplayNameID>32834</DisplayNameID>
		<EditorNameID>32835</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\tents\tents_large.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>32833</RolloverTextID>
		<ShortRolloverTextID>32832</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='483' name ='SPCCherokeeChief'>
		<DBID>747</DBID>
		<DisplayNameID>32856</DisplayNameID>
		<EditorNameID>32857</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\cherokee_chief\cherokee_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32855</RolloverTextID>
		<ShortRolloverTextID>32854</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='484' name ='SPCCherokeeArcher'>
		<DBID>748</DBID>
		<DisplayNameID>32860</DisplayNameID>
		<EditorNameID>32861</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\tupi_archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32859</RolloverTextID>
		<ShortRolloverTextID>32858</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<Cost resourcetype ='Wood'>90.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='485' name ='SPCCherokeeHorseArcher'>
		<DBID>749</DBID>
		<DisplayNameID>32867</DisplayNameID>
		<EditorNameID>32868</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\horse_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\horse_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>32866</RolloverTextID>
		<ShortRolloverTextID>32865</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>18.0000</Bounty>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>90.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>2.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='486' name ='LightingSetHelper'>
		<DBID>772</DBID>
		<DisplayNameID>33214</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>lighting\lightingset_helper.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1575.0000</InitialHitpoints>
		<MaxHitpoints>1575.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='487' name ='TreeYucatan'>
		<DBID>781</DBID>
		<DisplayNameID>33325</DisplayNameID>
		<EditorNameID>33326</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yucatan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33324</RolloverTextID>
		<ShortRolloverTextID>33323</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='488' name ='SPCFrigate'>
		<DBID>786</DBID>
		<DisplayNameID>33455</DisplayNameID>
		<EditorNameID>33456</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\frigate\frigate.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\frigate\frigate_icon_64x64</Icon>
		<PortraitIcon>units\naval\frigate\frigate_icon_portrait</PortraitIcon>
		<RolloverTextID>33454</RolloverTextID>
		<ShortRolloverTextID>33453</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype ='Wood'>1000.0000</Cost>
		<Cost resourcetype ='Gold'>600.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageBonus type ='Ship'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.850000</ROF>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='489' name ='SPCHoopThrowers'>
		<DBID>788</DBID>
		<DisplayNameID>33478</DisplayNameID>
		<EditorNameID>33479</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\hoop_thrower\hoop_thrower.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\hoop_thrower\hoop_thrower_icon</Icon>
		<PortraitIcon>units\spc\hoop_thrower\hoop_thrower_portrait</PortraitIcon>
		<RolloverTextID>33477</RolloverTextID>
		<ShortRolloverTextID>33476</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Hoop</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<Cost resourcetype ='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hoopthrower.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type ='Janissary'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='490' name ='SPCFireship'>
		<DBID>791</DBID>
		<DisplayNameID>33505</DisplayNameID>
		<EditorNameID>33506</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\spc\fire_ship\fire_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\caravel_ship\caravel_ship_icon</Icon>
		<PortraitIcon>units\naval\caravel_ship\caravel_ship_portrait</PortraitIcon>
		<RolloverTextID>33504</RolloverTextID>
		<ShortRolloverTextID>33503</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>54.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>900.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageType>Siege</DamageType>
			<DamageBonus type ='SPCFountainOfYouth'>2.000000</DamageBonus>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
	</Unit>
	<Unit id ='491' name ='SPCWeaponsCache'>
		<DBID>793</DBID>
		<DisplayNameID>33516</DisplayNameID>
		<EditorNameID>33517</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\weapons_cache\spc_weapons_cache.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\weapons_cache\weapons_cache_portrait</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\weapons_cache\weapons_cache_portrait</PortraitIcon>
		<RolloverTextID>33515</RolloverTextID>
		<ShortRolloverTextID>33514</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>70.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='492' name ='SPCAztecTemple'>
		<DBID>794</DBID>
		<DisplayNameID>33521</DisplayNameID>
		<EditorNameID>33523</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_temple\spc_aztec_temple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\aztec_temple\aztec_temple_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\aztec_temple\aztec_temple_portrait</PortraitIcon>
		<RolloverTextID>33520</RolloverTextID>
		<ShortRolloverTextID>33519</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Cost resourcetype ='Wood'>600.0000</Cost>
		<Cost resourcetype ='Gold'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='60.0000' duration ='60.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='493' name ='SPCFixedGun'>
		<DBID>796</DBID>
		<DisplayNameID>33598</DisplayNameID>
		<EditorNameID>33633</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>33597</RolloverTextID>
		<ShortRolloverTextID>33596</ShortRolloverTextID>
		<InitialHitpoints>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>75.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300.0000</Bounty>
		<Cost resourcetype ='Gold'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<Flag>DontFlattenGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGun.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>70.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>70.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageBonus type ='SPCFountainOfYouth'>0.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<DamageBonus type ='Building'>2.000000</DamageBonus>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='494' name ='SPCFountainOfYouth'>
		<DBID>797</DBID>
		<DisplayNameID>33604</DisplayNameID>
		<EditorNameID>33605</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\spc\fountain_of_youth\spc_fountain_of_youth.xml</AnimFile>
		<PhysicsInfo>spc_fountainofyouth</PhysicsInfo>
		<Icon>buildings\spc\fountain_of_youth\fountain_youth_portrait</Icon>
		<PortraitIcon>buildings\spc\fountain_of_youth\fountain_youth_portrait</PortraitIcon>
		<RolloverTextID>33606</RolloverTextID>
		<ShortRolloverTextID>38199</ShortRolloverTextID>
		<InitialHitpoints>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='495' name ='TreeCaribbean'>
		<DBID>807</DBID>
		<DisplayNameID>33695</DisplayNameID>
		<EditorNameID>33696</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_caribbean.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33694</RolloverTextID>
		<ShortRolloverTextID>33693</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='496' name ='BoneguardAge2'>
		<DBID>808</DBID>
		<DisplayNameID>33700</DisplayNameID>
		<EditorNameID>33701</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\boneguard\boneguard_2age.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\boneguard\boneguard_age2_icon_64x64</Icon>
		<PortraitIcon>units\spc\boneguard\boneguard_age2_portrait</PortraitIcon>
		<RolloverTextID>33699</RolloverTextID>
		<ShortRolloverTextID>33698</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<Cost resourcetype ='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='497' name ='SPCTreasureShip'>
		<DBID>809</DBID>
		<DisplayNameID>33715</DisplayNameID>
		<EditorNameID>33716</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\galleon\galleon_treasure.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>33714</RolloverTextID>
		<ShortRolloverTextID>33713</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<Bounty>150.0000</Bounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='3'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type ='Gold'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='498' name ='IGCJohnHack'>
		<DBID>810</DBID>
		<DisplayNameID>33726</DisplayNameID>
		<EditorNameID>33727</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\john_black\john_black_hack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='499' name ='IGCKanyenkeHack'>
		<DBID>811</DBID>
		<DisplayNameID>33732</DisplayNameID>
		<EditorNameID>33733</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\kanyenke\kanyenke_hack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='500' name ='Target'>
		<DBID>817</DBID>
		<DisplayNameID>33773</DisplayNameID>
		<EditorNameID>42444</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\tapir\tapir.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\animals\tapir\tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\tapir_portrait</PortraitIcon>
		<InitialHitpoints>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='501' name ='SPCCherokeeWarHut'>
		<DBID>818</DBID>
		<DisplayNameID>33777</DisplayNameID>
		<EditorNameID>33781</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\cherokee_warhut\cherokee_warhut.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>outpost</PhysicsInfo>
		<Icon>buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait</PortraitIcon>
		<RolloverTextID>33776</RolloverTextID>
		<ShortRolloverTextID>33775</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>157.0000</Bounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<MaxRange>22.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='502' name ='IGCDeerUnit'>
		<DBID>820</DBID>
		<DisplayNameID>33794</DisplayNameID>
		<EditorNameID>33795</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\deer_unit\deer_unit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='503' name ='NativeVillagers'>
		<DBID>821</DBID>
		<DisplayNameID>33798</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native_villagers.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<RolloverTextID>33797</RolloverTextID>
		<ShortRolloverTextID>33796</ShortRolloverTextID>
		<InitialHitpoints>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>garrisonable.tactics</Tactics>
	</Unit>
	<Unit id ='504' name ='NatClubmanLoyal'>
		<DBID>823</DBID>
		<DisplayNameID>33944</DisplayNameID>
		<EditorNameID>33945</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\loyalclubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\nootka_warchief_icon</Icon>
		<PortraitIcon>units\natives\nootka_warchief_portrait</PortraitIcon>
		<RolloverTextID>33943</RolloverTextID>
		<ShortRolloverTextID>33942</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>200.0000</Cost>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='505' name ='HuariStronghold'>
		<DBID>825</DBID>
		<DisplayNameID>33956</DisplayNameID>
		<EditorNameID>33957</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_outpost\spc_inca_outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>tower</PhysicsInfo>
		<Icon>buildings\spc\inca_outpost\inca_outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>33955</RolloverTextID>
		<ShortRolloverTextID>33954</ShortRolloverTextID>
		<InitialHitpoints>2750.0000</InitialHitpoints>
		<MaxHitpoints>2750.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>90.0000</Bounty>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='506' name ='NatBlowgunAmbusher'>
		<DBID>826</DBID>
		<DisplayNameID>33963</DisplayNameID>
		<EditorNameID>33964</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\blowgun_ambusher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>33962</RolloverTextID>
		<ShortRolloverTextID>33961</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>65.0000</Cost>
		<Cost resourcetype ='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='507' name ='MarshPlantsBay'>
		<DBID>827</DBID>
		<DisplayNameID>33974</DisplayNameID>
		<EditorNameID>33975</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\marshplants_bay.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='508' name ='PlantsBay'>
		<DBID>828</DBID>
		<DisplayNameID>33988</DisplayNameID>
		<EditorNameID>33989</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\plants_bay.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='509' name ='TreeBayouMarsh'>
		<DBID>829</DBID>
		<DisplayNameID>33993</DisplayNameID>
		<EditorNameID>33994</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_bayou_marsh.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33992</RolloverTextID>
		<ShortRolloverTextID>33991</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='510' name ='HomeCityWaterSpawnFlag'>
		<DBID>841</DBID>
		<DisplayNameID>34097</DisplayNameID>
		<EditorNameID>34098</EditorNameID>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>homecity\homecity_gatherpoint_naval.xml</AnimFile>
		<Icon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</Icon>
		<PortraitIcon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</PortraitIcon>
		<RolloverTextID>34099</RolloverTextID>
		<ShortRolloverTextID>34100</ShortRolloverTextID>
		<LOS>4.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleOwnerOnly</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Command>SetHomeCityWaterSpawnPoint</Command>
	</Unit>
	<Unit id ='511' name ='SPCBolivar'>
		<DBID>842</DBID>
		<DisplayNameID>34107</DisplayNameID>
		<EditorNameID>34108</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\bolivar\spc_bolivar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\bolivar\bolivar_icon</Icon>
		<PortraitIcon>units\spc\bolivar\bolivar_portrait</PortraitIcon>
		<RolloverTextID>34106</RolloverTextID>
		<ShortRolloverTextID>34105</ShortRolloverTextID>
		<InitialHitpoints>950.0000</InitialHitpoints>
		<MaxHitpoints>950.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='9'>Tactic5</Command>
		<Command page ='9' column ='1'>Tactic7</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Building'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='512' name ='IGCBolivar'>
		<DBID>843</DBID>
		<DisplayNameID>34113</DisplayNameID>
		<EditorNameID>34114</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\bolivar\igc_bolivar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\bolivar\bolivar_icon</Icon>
		<PortraitIcon>units\spc\bolivar\bolivar_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='513' name ='SPCAztecChief'>
		<DBID>844</DBID>
		<DisplayNameID>34188</DisplayNameID>
		<EditorNameID>34189</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\jaguar_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\jaguar_warrior_icon</Icon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>34187</RolloverTextID>
		<ShortRolloverTextID>34186</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>35.0000</Cost>
		<Cost resourcetype ='Wood'>40.0000</Cost>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='514' name ='TreeGreatLakesSnow'>
		<DBID>845</DBID>
		<DisplayNameID>34227</DisplayNameID>
		<EditorNameID>34228</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatlakes_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>34226</RolloverTextID>
		<ShortRolloverTextID>34225</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='515' name ='IGCCougarScene'>
		<DBID>846</DBID>
		<DisplayNameID>34231</DisplayNameID>
		<EditorNameID>34232</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\cougar_scene\cougar_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='516' name ='IGCKnifingScene'>
		<DBID>847</DBID>
		<DisplayNameID>34233</DisplayNameID>
		<EditorNameID>34234</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\knifing_scene\knifing_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='517' name ='IGCGalleon'>
		<DBID>848</DBID>
		<DisplayNameID>34237</DisplayNameID>
		<EditorNameID>34238</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\spc\igc_galleon\igc_galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<InitialHitpoints>1400.0000</InitialHitpoints>
		<MaxHitpoints>1400.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='518' name ='TreeSonora'>
		<DBID>849</DBID>
		<DisplayNameID>34303</DisplayNameID>
		<EditorNameID>34304</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_sonora.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>34302</RolloverTextID>
		<ShortRolloverTextID>34301</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='519' name ='SPCIncaTemple'>
		<DBID>851</DBID>
		<DisplayNameID>34388</DisplayNameID>
		<EditorNameID>34389</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_temple\spc_inca_temple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\inca_temple\inca_temple_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_temple\inca_temple_portrait</PortraitIcon>
		<RolloverTextID>34387</RolloverTextID>
		<ShortRolloverTextID>34386</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Cost resourcetype ='Wood'>1000.0000</Cost>
		<Cost resourcetype ='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='520' name ='SPCOldKanyenke'>
		<DBID>860</DBID>
		<DisplayNameID>34468</DisplayNameID>
		<EditorNameID>34469</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\kanyenke_old\spc_kanyenke_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke_old\igc_kanyenke_old_icon</Icon>
		<PortraitIcon>units\spc\kanyenke_old\igc_kanyenke_old_portrait</PortraitIcon>
		<RolloverTextID>34467</RolloverTextID>
		<ShortRolloverTextID>34466</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='521' name ='IGCOldCoot'>
		<DBID>866</DBID>
		<DisplayNameID>34594</DisplayNameID>
		<EditorNameID>34595</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\old_coot\igc_old_coot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_icon_64x64</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='522' name ='SPCFortGate'>
		<DBID>867</DBID>
		<DisplayNameID>34604</DisplayNameID>
		<EditorNameID>34606</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_gate_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_gate_portrait</PortraitIcon>
		<RolloverTextID>34603</RolloverTextID>
		<ShortRolloverTextID>34647</ShortRolloverTextID>
		<InitialHitpoints>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='523' name ='SPCFortWallSmall'>
		<DBID>868</DBID>
		<DisplayNameID>34609</DisplayNameID>
		<EditorNameID>34610</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34608</RolloverTextID>
		<ShortRolloverTextID>34643</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='524' name ='SPCFortWallMedium'>
		<DBID>869</DBID>
		<DisplayNameID>34614</DisplayNameID>
		<EditorNameID>34615</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_medium.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34613</RolloverTextID>
		<ShortRolloverTextID>34644</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='525' name ='SPCFortWallLarge'>
		<DBID>870</DBID>
		<DisplayNameID>34619</DisplayNameID>
		<EditorNameID>34620</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34618</RolloverTextID>
		<ShortRolloverTextID>34645</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='526' name ='SPCFortWallBarracks'>
		<DBID>871</DBID>
		<DisplayNameID>34624</DisplayNameID>
		<EditorNameID>34625</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34623</RolloverTextID>
		<ShortRolloverTextID>34646</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='527' name ='SPCFortWallStable'>
		<DBID>872</DBID>
		<DisplayNameID>34629</DisplayNameID>
		<EditorNameID>34630</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_stable.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34628</RolloverTextID>
		<ShortRolloverTextID>34642</ShortRolloverTextID>
		<InitialHitpoints>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype ='Wood'>15.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='528' name ='SPCFortCenter'>
		<DBID>874</DBID>
		<DisplayNameID>34639</DisplayNameID>
		<EditorNameID>34640</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_center.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>34638</RolloverTextID>
		<ShortRolloverTextID>34649</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>200.0000</Bounty>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<Cost resourcetype ='Gold'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='529' name ='IGCTownCenter'>
		<DBID>875</DBID>
		<DisplayNameID>34652</DisplayNameID>
		<EditorNameID>34653</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\town_center\town_center.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>towncenter</PhysicsInfo>
		<Icon>buildings\town_center\towncenter_icon</Icon>
		<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
		<PortraitIcon>buildings\town_center\towncenter_icon</PortraitIcon>
		<InitialHitpoints>12000.0000</InitialHitpoints>
		<MaxHitpoints>12000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>200.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Train row ='0' page ='0' column ='0'>Settler</Train>
		<Train row ='0' page ='0' column ='0'>Coureur</Train>
		<Train row ='0' page ='0' column ='1'>Envoy</Train>
		<Train row ='0' page ='0' column ='3'>HotAirBalloon</Train>
		<Train row ='0' page ='0' column ='4'>PetCougar</Train>
		<Tech row ='0' page ='1' column ='3'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGovernor</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneral</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPresidente</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGrandVizier</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianExiledPrince</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianWarMinisterSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMarksman</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianNaturalist</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianEngineer</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianSergeantSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianQuartermaster</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianTycoon</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianBishop</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPirate</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMohawk</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdmiral</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>StartingColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='2'>SetGatherPointMilitary</Command>
		<Command page ='0' column ='2'>Levy</Command>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='1' column ='2'>RansomExplorer</Command>
		<Command page ='1' column ='3'>BuildColonyWall</Command>
		<Command page ='1' column ='4'>RepairColonyWall</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>6.000000</Damage>
			<MaxRange>32.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='530' name ='SPCIncaOutpost'>
		<DBID>879</DBID>
		<DisplayNameID>34667</DisplayNameID>
		<EditorNameID>34671</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_outpost\spc_inca_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>outpost</PhysicsInfo>
		<Icon>buildings\spc\inca_outpost\inca_outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>34666</RolloverTextID>
		<ShortRolloverTextID>34665</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='531' name ='SPCFortCorner'>
		<DBID>880</DBID>
		<DisplayNameID>34676</DisplayNameID>
		<EditorNameID>34680</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_corner.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34675</RolloverTextID>
		<ShortRolloverTextID>34674</ShortRolloverTextID>
		<InitialHitpoints>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype ='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='532' name ='IGCDrummer'>
		<DBID>886</DBID>
		<DisplayNameID>34749</DisplayNameID>
		<EditorNameID>34750</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\drummer\drummer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>pikeman.tactics</Tactics>
	</Unit>
	<Unit id ='533' name ='IGCFlagBearer'>
		<DBID>887</DBID>
		<DisplayNameID>34754</DisplayNameID>
		<EditorNameID>34755</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='534' name ='SPCFortTower'>
		<DBID>890</DBID>
		<DisplayNameID>34830</DisplayNameID>
		<EditorNameID>34831</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34829</RolloverTextID>
		<ShortRolloverTextID>34828</ShortRolloverTextID>
		<InitialHitpoints>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='535' name ='SPCLizzieFlagship'>
		<DBID>892</DBID>
		<DisplayNameID>34856</DisplayNameID>
		<EditorNameID>34857</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\galleon\galleon_spc.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>34855</RolloverTextID>
		<InitialHitpoints>2200.0000</InitialHitpoints>
		<MaxHitpoints>2200.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='1'>SPCBuccaneer</Train>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>164.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='536' name ='SPCTreasureShipPosts'>
		<DBID>893</DBID>
		<DisplayNameID>34868</DisplayNameID>
		<EditorNameID>34869</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\naval\galleon\galleon_treasure_posts.xml</AnimFile>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='537' name ='WallConnector'>
		<DBID>895</DBID>
		<DisplayNameID>34894</DisplayNameID>
		<EditorNameID>34895</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_tower.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>34893</RolloverTextID>
		<ShortRolloverTextID>34892</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<BuildPoints>2.0000</BuildPoints>
		<Cost resourcetype ='Wood'>5.0000</Cost>
		<Cost resourcetype ='Gold'>0.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>wallBuild</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='538' name ='SPCMineScaffold'>
		<DBID>896</DBID>
		<DisplayNameID>34900</DisplayNameID>
		<EditorNameID>34901</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\mine\mine_scaffold.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='539' name ='SPCMine'>
		<DBID>897</DBID>
		<DisplayNameID>34908</DisplayNameID>
		<EditorNameID>34909</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\silver_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>mine</PhysicsInfo>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>34907</RolloverTextID>
		<ShortRolloverTextID>34906</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Gold'>5000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='0.7700' blue ='0.0100' green ='0.6700'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='540' name ='SPCMineProps'>
		<DBID>898</DBID>
		<DisplayNameID>34913</DisplayNameID>
		<EditorNameID>34914</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\mine\mine_props.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='541' name ='SPCHavanaNugget'>
		<DBID>899</DBID>
		<DisplayNameID>34920</DisplayNameID>
		<EditorNameID>34922</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\havana_nugget\havana_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>34919</RolloverTextID>
		<ShortRolloverTextID>34918</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='542' name ='SPCSpanishShipRuins'>
		<DBID>900</DBID>
		<DisplayNameID>34925</DisplayNameID>
		<EditorNameID>34926</EditorNameID>
		<PopulationCapAddition>0</PopulationCapAddition>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spanish_ship_ruins\spanish_ship_ruins.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>mine</PhysicsInfo>
		<Icon>objects\spc\spanish_ship_ruins\ship_ruins_icon_64x64</Icon>
		<PortraitIcon>objects\spc\spanish_ship_ruins\ship_ruins_portrait</PortraitIcon>
		<RolloverTextID>34924</RolloverTextID>
		<ShortRolloverTextID>34923</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Gold'>2500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='0.7700' blue ='0.0100' green ='0.6700'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='543' name ='NuggetBeaver'>
		<DBID>901</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\beaver_lodge\beaver_lodge.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='544' name ='IGCAlainHorse'>
		<DBID>902</DBID>
		<DisplayNameID>34940</DisplayNameID>
		<EditorNameID>34941</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\alain\igc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='545' name ='IGCOldKanyenke'>
		<DBID>904</DBID>
		<DisplayNameID>34948</DisplayNameID>
		<EditorNameID>34949</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\kanyenke_old\igc_kanyenke_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke_old\igc_kanyenke_old_icon</Icon>
		<PortraitIcon>units\spc\kanyenke_old\igc_kanyenke_old_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='546' name ='Llama'>
		<DBID>908</DBID>
		<DisplayNameID>35085</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\llama\llama.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\llama\llama_icon_64x64</Icon>
		<PortraitIcon>units\animals\llama\llama_portrait</PortraitIcon>
		<RolloverTextID>35084</RolloverTextID>
		<ShortRolloverTextID>35083</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>400.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Food</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.300000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.750000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='547' name ='SPCStockades'>
		<DBID>910</DBID>
		<DisplayNameID>35243</DisplayNameID>
		<EditorNameID>35244</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\stockades\stockades.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\stockades\stockades_portrait</Icon>
		<PortraitIcon>buildings\spc\stockades\stockades_portrait</PortraitIcon>
		<RolloverTextID>35242</RolloverTextID>
		<ShortRolloverTextID>35241</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='548' name ='SPCDinghy'>
		<DBID>911</DBID>
		<DisplayNameID>35249</DisplayNameID>
		<EditorNameID>35250</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\naval\Johnboat\Johnboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\fishing_ship\fishing_ship_icon_64x64</Icon>
		<PortraitIcon>units\naval\fishing_ship\fishing_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>42195</RolloverTextID>
		<ShortRolloverTextID>42194</ShortRolloverTextID>
		<InitialHitpoints>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype ='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
	</Unit>
	<Unit id ='549' name ='SPCBuccaneer'>
		<DBID>912</DBID>
		<DisplayNameID>35253</DisplayNameID>
		<EditorNameID>35254</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>35252</RolloverTextID>
		<ShortRolloverTextID>35251</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Gold'>110.0000</Cost>
		<ScoreValue>10.0000</ScoreValue>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='550' name ='NuggetDroppedFood'>
		<DBID>913</DBID>
		<DisplayNameID>35260</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_food.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='551' name ='NuggetDroppedWood'>
		<DBID>914</DBID>
		<DisplayNameID>35265</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_wood.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='552' name ='NuggetDroppedCoin'>
		<DBID>915</DBID>
		<DisplayNameID>35270</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_coin.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='553' name ='NuggetDroppedSupplies'>
		<DBID>916</DBID>
		<DisplayNameID>35275</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_supplies.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='554' name ='SPCRailroadWorker'>
		<DBID>918</DBID>
		<DisplayNameID>35282</DisplayNameID>
		<EditorNameID>35283</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>35281</RolloverTextID>
		<ShortRolloverTextID>35280</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCrailroadworker.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='555' name ='TrainCar'>
		<DBID>919</DBID>
		<DisplayNameID>35285</DisplayNameID>
		<EditorNameID>36193</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\train_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35284</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='556' name ='NuggetKidnap'>
		<DBID>924</DBID>
		<DisplayNameID>35412</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\outlaw_kidnap\kidnap_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35411</RolloverTextID>
		<ShortRolloverTextID>35410</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='557' name ='OutlawPistol'>
		<DBID>926</DBID>
		<DisplayNameID>35421</DisplayNameID>
		<EditorNameID>35422</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_pistol.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>nuggets\outlaw_kidnap\outlaw_icon_64x64</Icon>
		<PortraitIcon>nuggets\outlaw_kidnap\outlaw_icon_portrait</PortraitIcon>
		<RolloverTextID>35420</RolloverTextID>
		<ShortRolloverTextID>35419</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='558' name ='SPCMorganFlagship'>
		<DBID>927</DBID>
		<DisplayNameID>35565</DisplayNameID>
		<EditorNameID>35566</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\spc\morgan_flagship\galleon_morgan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>35564</RolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>HeroName1</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>164.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='559' name ='IGCOldChilche'>
		<DBID>929</DBID>
		<DisplayNameID>35613</DisplayNameID>
		<EditorNameID>35614</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\chilche_old\igc_chilche_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chilche_old\chilche_old_icon_64x64</Icon>
		<PortraitIcon>units\spc\chilche_old\chilche_old_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='560' name ='SPCPort'>
		<DBID>936</DBID>
		<DisplayNameID>35672</DisplayNameID>
		<EditorNameID>35674</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\spc\havana_port\spc_port.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='561' name ='WhiteJaguarGuard'>
		<DBID>939</DBID>
		<DisplayNameID>35776</DisplayNameID>
		<EditorNameID>35777</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\white_jaguar\white_jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\spc\white_jaguar\jaguar_white_icon_64x64</Icon>
		<PortraitIcon>units\spc\white_jaguar\jaguar_white_portrait</PortraitIcon>
		<RolloverTextID>35775</RolloverTextID>
		<ShortRolloverTextID>35774</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='562' name ='WhiteWolfGuard'>
		<DBID>940</DBID>
		<DisplayNameID>35778</DisplayNameID>
		<EditorNameID>36192</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\white_wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\white_wolf_portrait</PortraitIcon>
		<RolloverTextID>38155</RolloverTextID>
		<ShortRolloverTextID>38170</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23.0000</Bounty>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='563' name ='NuggetBearTree'>
		<DBID>943</DBID>
		<DisplayNameID>35805</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\bear_tree\nugget_bear_tree.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35804</RolloverTextID>
		<ShortRolloverTextID>35803</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='564' name ='NuggetWolfWagon'>
		<DBID>944</DBID>
		<DisplayNameID>35812</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_wagon\nugget_wolf_wagon.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35811</RolloverTextID>
		<ShortRolloverTextID>35810</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='565' name ='SPCAztecMural'>
		<DBID>945</DBID>
		<DisplayNameID>35819</DisplayNameID>
		<EditorNameID>35820</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_mural\spc_aztec_mural.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='566' name ='IGCJaeger'>
		<DBID>947</DBID>
		<DisplayNameID>35879</DisplayNameID>
		<EditorNameID>35880</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\mercenaries\igcjaeger\igcjaeger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</PortraitIcon>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype ='Gold'>600.0000</Cost>
		<Cost resourcetype ='Ships'>1.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
	</Unit>
	<Unit id ='567' name ='TrainCarWood'>
		<DBID>948</DBID>
		<DisplayNameID>35882</DisplayNameID>
		<EditorNameID>35889</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\wood_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35881</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='568' name ='TrainCarFood'>
		<DBID>949</DBID>
		<DisplayNameID>35884</DisplayNameID>
		<EditorNameID>35888</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\food_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35883</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='569' name ='TrainCarCoin'>
		<DBID>950</DBID>
		<DisplayNameID>35886</DisplayNameID>
		<EditorNameID>35887</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\coin_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35885</RolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor red ='0.0000' blue ='0.0000' green ='0.0000'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='570' name ='IGCBoneguard'>
		<DBID>954</DBID>
		<DisplayNameID>35984</DisplayNameID>
		<EditorNameID>35985</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\boneguard\igc_bguard_two.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\boneguard\boneguard_age2_icon_64x64</Icon>
		<PortraitIcon>units\spc\boneguard\boneguard_age2_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='571' name ='MineGold'>
		<DBID>955</DBID>
		<DisplayNameID>36007</DisplayNameID>
		<EditorNameID>36008</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\gold_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>36006</RolloverTextID>
		<ShortRolloverTextID>36005</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Gold'>5000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='572' name ='NuggetNavigationChart'>
		<DBID>959</DBID>
		<DisplayNameID>36210</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\spc_navigation_chart\spc_navigation_chart.xml</AnimFile>
		<Icon>nuggets\spc_navigation_chart\spc_navigation_chart_portrait</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>nuggets\spc_navigation_chart\spc_navigation_chart_portrait</PortraitIcon>
		<RolloverTextID>36209</RolloverTextID>
		<ShortRolloverTextID>36208</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='573' name ='SPCNativeBoy'>
		<DBID>960</DBID>
		<DisplayNameID>36332</DisplayNameID>
		<EditorNameID>36333</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\SPC_native_boy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<RolloverTextID>36331</RolloverTextID>
		<ShortRolloverTextID>36330</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='574' name ='TreePatagoniaDirt'>
		<DBID>961</DBID>
		<DisplayNameID>36387</DisplayNameID>
		<EditorNameID>36388</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_patagonia_dirt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>36386</RolloverTextID>
		<ShortRolloverTextID>36385</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='575' name ='TreePatagoniaSnow'>
		<DBID>962</DBID>
		<DisplayNameID>36392</DisplayNameID>
		<EditorNameID>36393</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_patagonia_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>36391</RolloverTextID>
		<ShortRolloverTextID>36390</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='576' name ='IGCMusketeer'>
		<DBID>966</DBID>
		<DisplayNameID>36524</DisplayNameID>
		<EditorNameID>36525</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\musketeer\igc_musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<Cost resourcetype ='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id ='577' name ='IGCCrossbowman'>
		<DBID>967</DBID>
		<DisplayNameID>36528</DisplayNameID>
		<EditorNameID>36529</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\crossbowmen\crossbow_igc.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\crossbow\crossbow_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\crossbow\crossbow_portrait</PortraitIcon>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>20.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='578' name ='SPCTreasureShip2'>
		<DBID>968</DBID>
		<DisplayNameID>36560</DisplayNameID>
		<EditorNameID>36561</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\naval\galleon\galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>36559</RolloverTextID>
		<ShortRolloverTextID>36558</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype ='Wood'>300.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='6'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='12'>OrganGun</Train>
		<Train row ='0' page ='0' column ='7'>Lancer</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Falconet</Train>
		<Train row ='0' page ='0' column ='11'>Culverin</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='10'>Mortar</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='7'>Ruyter</Train>
		<Train row ='0' page ='0' column ='12'>Cannon</Train>
		<Train row ='0' page ='0' column ='13'>GreatBombard</Train>
		<Train row ='0' page ='0' column ='14'>AbusGun</Train>
		<Train row ='0' page ='0' column ='14'>Rocket</Train>
		<Train row ='0' page ='0' column ='13'>Strelet</Train>
		<Train row ='0' page ='0' column ='14'>Cossack</Train>
		<Train row ='0' page ='0' column ='13'>Uhlan</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='579' name ='SPCHealObject'>
		<DBID>969</DBID>
		<DisplayNameID>36615</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\spc_heal_object.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<InitialHitpoints>2400.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='580' name ='NatMedicineMan'>
		<DBID>971</DBID>
		<DisplayNameID>36735</DisplayNameID>
		<EditorNameID>36736</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\native_oldman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\medicine_man_icon</Icon>
		<PortraitIcon>units\natives\medicine_man_portrait</PortraitIcon>
		<RolloverTextID>36734</RolloverTextID>
		<ShortRolloverTextID>36733</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='581' name ='SPCBucCaptain'>
		<DBID>972</DBID>
		<DisplayNameID>36739</DisplayNameID>
		<EditorNameID>36740</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\mercenaries\barbary_corsair\barbary_corsair.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\barbary_corsair\barbary_corsair_portrait</PortraitIcon>
		<RolloverTextID>36738</RolloverTextID>
		<ShortRolloverTextID>36737</ShortRolloverTextID>
		<InitialHitpoints>365.0000</InitialHitpoints>
		<MaxHitpoints>365.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<ScoreValue>20.0000</ScoreValue>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>104.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>62.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='582' name ='IGCSeminoleChief'>
		<DBID>974</DBID>
		<DisplayNameID>36832</DisplayNameID>
		<EditorNameID>36833</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\neamaltha\igc_neamaltha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\neamaltha\neamaltha_icon_64x64</Icon>
		<PortraitIcon>units\spc\neamaltha\neamaltha_igc_icon</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='583' name ='SPCTutorialFlag'>
		<DBID>981</DBID>
		<DisplayNameID>36913</DisplayNameID>
		<EditorNameID>36914</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_flag\tutorial_flag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='584' name ='SPCFixedGunRuins'>
		<DBID>983</DBID>
		<DisplayNameID>37003</DisplayNameID>
		<EditorNameID>37004</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_ruins.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>37002</RolloverTextID>
		<ShortRolloverTextID>37001</ShortRolloverTextID>
		<InitialHitpoints>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>75.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300.0000</Bounty>
		<Cost resourcetype ='Gold'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<Flag>DontFlattenGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGunRuin.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>45.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>45.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageBonus type ='SPCFountainOfYouth'>2.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<MinRange>20.000000</MinRange>
			<DamageBonus type ='Building'>1.250000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='585' name ='IGCHarbormaster'>
		<DBID>987</DBID>
		<DisplayNameID>37264</DisplayNameID>
		<EditorNameID>37265</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\harbor_master\igc_harbor_master.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='586' name ='IGCWolfAttack'>
		<DBID>992</DBID>
		<DisplayNameID>37330</DisplayNameID>
		<EditorNameID>37331</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\wolf_attack\wolf_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30.0000</Cost>
		<Cost resourcetype ='Wood'>30.0000</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='587' name ='SPCAlain2'>
		<DBID>1016</DBID>
		<DisplayNameID>41568</DisplayNameID>
		<EditorNameID>41569</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\alain\spc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<RolloverTextID>41567</RolloverTextID>
		<ShortRolloverTextID>41566</ShortRolloverTextID>
		<InitialHitpoints>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type ='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='588' name ='SPCSkybox'>
		<DBID>1021</DBID>
		<DisplayNameID>41571</DisplayNameID>
		<EditorNameID>41572</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\sky\spc_skybox.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='589' name ='SPCSkybox1'>
		<DBID>1022</DBID>
		<DisplayNameID>41606</DisplayNameID>
		<EditorNameID>41607</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\sky\spc_skybox_1.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='590' name ='OutlawMusketeer'>
		<DBID>1023</DBID>
		<DisplayNameID>41614</DisplayNameID>
		<EditorNameID>41615</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>41613</RolloverTextID>
		<ShortRolloverTextID>41612</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<ScoreValue>20.0000</ScoreValue>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='591' name ='NuggetKidnapBrit'>
		<DBID>1024</DBID>
		<DisplayNameID>41630</DisplayNameID>
		<EditorNameID>41634</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\outlaw_kidnap\kidnap_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>41629</RolloverTextID>
		<ShortRolloverTextID>41628</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='592' name ='SPCOssuary'>
		<DBID>1025</DBID>
		<DisplayNameID>41657</DisplayNameID>
		<EditorNameID>41676</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\ossuary\spc_ossuary.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\ossuary\spc_ossuary_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>buildings\spc\ossuary\spc_ossuary_portrait</PortraitIcon>
		<RolloverTextID>41656</RolloverTextID>
		<ShortRolloverTextID>41677</ShortRolloverTextID>
		<InitialHitpoints>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<Bounty>1000.0000</Bounty>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id ='593' name ='OutpostWagon'>
		<DBID>1026</DBID>
		<DisplayNameID>41660</DisplayNameID>
		<EditorNameID>41661</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\outpost_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\outpost_wagon_portrait</PortraitIcon>
		<RolloverTextID>41659</RolloverTextID>
		<ShortRolloverTextID>41658</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Train row ='0' page ='6' column ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='0'>Blockhouse</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.000000</Rate>
			<Rate type ='Blockhouse'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='594' name ='FortWagon'>
		<DBID>1027</DBID>
		<DisplayNameID>41668</DisplayNameID>
		<EditorNameID>41669</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_fort.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\fort_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\fort_wagon_portrait</PortraitIcon>
		<RolloverTextID>41667</RolloverTextID>
		<ShortRolloverTextID>41666</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>FortFrontier</Train>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='FortFrontier'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='595' name ='FactoryWagon'>
		<DBID>1028</DBID>
		<DisplayNameID>41672</DisplayNameID>
		<EditorNameID>41673</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>41671</RolloverTextID>
		<ShortRolloverTextID>41670</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Factory</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Factory'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='596' name ='SPCSignalFire'>
		<DBID>1029</DBID>
		<DisplayNameID>41774</DisplayNameID>
		<EditorNameID>41775</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\signal_fire\spc_signal_fire.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<RolloverTextID>43303</RolloverTextID>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='597' name ='IGCNativeVillager'>
		<DBID>1030</DBID>
		<DisplayNameID>41953</DisplayNameID>
		<EditorNameID>41954</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\native_villager\native_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
	</Unit>
	<Unit id ='598' name ='HouseEast'>
		<DBID>1031</DBID>
		<DisplayNameID>41968</DisplayNameID>
		<EditorNameID>41969</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_east.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>41967</RolloverTextID>
		<ShortRolloverTextID>41966</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='599' name ='HouseMed'>
		<DBID>1032</DBID>
		<DisplayNameID>41972</DisplayNameID>
		<EditorNameID>41973</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_med.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>41971</RolloverTextID>
		<ShortRolloverTextID>41970</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='600' name ='NuggetWolfMissionary'>
		<DBID>1033</DBID>
		<DisplayNameID>42102</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_missionary\nugget_wolf_missionary.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42101</RolloverTextID>
		<ShortRolloverTextID>42100</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='601' name ='MinkeWhale'>
		<DBID>1035</DBID>
		<DisplayNameID>42300</DisplayNameID>
		<EditorNameID>42302</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\whale_minke\whale_minke.xml</AnimFile>
		<Icon>units\animals\whale_minke\minke_whale_portrait</Icon>
		<PortraitIcon>units\animals\whale_minke\minke_whale_portrait</PortraitIcon>
		<RolloverTextID>42299</RolloverTextID>
		<ShortRolloverTextID>42298</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Fish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='602' name ='HumpbackWhale'>
		<DBID>1036</DBID>
		<DisplayNameID>42305</DisplayNameID>
		<EditorNameID>42306</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\whale\whale.xml</AnimFile>
		<Icon>units\animals\whale\whale_humpback_portrait</Icon>
		<PortraitIcon>units\animals\whale\whale_humpback_portrait</PortraitIcon>
		<RolloverTextID>42304</RolloverTextID>
		<ShortRolloverTextID>42303</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<Flag>ForceBuildingData</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='603' name ='SPCFierceCougar'>
		<DBID>1037</DBID>
		<DisplayNameID>42327</DisplayNameID>
		<EditorNameID>42329</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>42326</RolloverTextID>
		<ShortRolloverTextID>42325</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Food'>60.0000</Cost>
		<Cost resourcetype ='Wood'>60.0000</Cost>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='604' name ='SPCSignalFireLit'>
		<DBID>1040</DBID>
		<DisplayNameID>42402</DisplayNameID>
		<EditorNameID>42403</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\signal_fire\spc_signal_fire_lit.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<RolloverTextID>43304</RolloverTextID>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='605' name ='IGCTrainStation'>
		<DBID>1043</DBID>
		<DisplayNameID>42447</DisplayNameID>
		<EditorNameID>42448</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\train_station\spc_train_station.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\trading_post\trading_post_icon</Icon>
		<PortraitIcon>buildings\trading_post\trading_post_portrait</PortraitIcon>
		<RolloverTextID>42446</RolloverTextID>
		<ShortRolloverTextID>42445</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='606' name ='NuggetAbandonedCabin'>
		<DBID>1044</DBID>
		<DisplayNameID>42885</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin.xml</AnimFile>
		<DeadReplacement>BuildingRubbleCabinNugget</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42884</RolloverTextID>
		<ShortRolloverTextID>42883</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='607' name ='NuggetPirate'>
		<DBID>1045</DBID>
		<DisplayNameID>42931</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\pirates\pirate_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42930</RolloverTextID>
		<ShortRolloverTextID>42929</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='608' name ='NuggetBearCampsite'>
		<DBID>1046</DBID>
		<DisplayNameID>42934</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\bear_campsite\nugget_bear_campsite.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42933</RolloverTextID>
		<ShortRolloverTextID>42932</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='609' name ='GeorgeCrushington'>
		<DBID>1057</DBID>
		<DisplayNameID>43163</DisplayNameID>
		<EditorNameID>43164</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\george_crushington\g_crushington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\george_crushington\g_crushington_icon</Icon>
		<PortraitIcon>units\george_crushington\g_crushington_icon</PortraitIcon>
		<RolloverTextID>43162</RolloverTextID>
		<ShortRolloverTextID>43161</ShortRolloverTextID>
		<InitialHitpoints>999999.0000</InitialHitpoints>
		<MaxHitpoints>999999.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>7.0000</Cost>
		<Cost resourcetype ='Wood'>4.0000</Cost>
		<Cost resourcetype ='Gold'>1776.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>titan.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='610' name ='Lazerbear'>
		<DBID>1059</DBID>
		<DisplayNameID>43171</DisplayNameID>
		<EditorNameID>43172</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\bear\bear_lazer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\animals\bear\lazer_bear_portrait</Icon>
		<PortraitIcon>units\animals\bear\lazer_bear_portrait</PortraitIcon>
		<RolloverTextID>43170</RolloverTextID>
		<ShortRolloverTextID>43169</ShortRolloverTextID>
		<InitialHitpoints>106106.0000</InitialHitpoints>
		<MaxHitpoints>106106.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>80.0000</Cost>
		<Cost resourcetype ='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>superhero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.750000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='611' name ='Fluffy'>
		<DBID>1060</DBID>
		<DisplayNameID>43175</DisplayNameID>
		<EditorNameID>43176</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\fluffy\fluffy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\fluffy\fluffy_portrait</Icon>
		<PortraitIcon>units\fluffy\fluffy_portrait</PortraitIcon>
		<RolloverTextID>43174</RolloverTextID>
		<ShortRolloverTextID>43173</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>12.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='612' name ='MonsterTruckA'>
		<DBID>1061</DBID>
		<DisplayNameID>43179</DisplayNameID>
		<EditorNameID>43180</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>16.0000</MaxVelocity>
		<MaxRunVelocity>18.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\monster_truck\monster_truck_blue.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\monster_truck\monster_truck_blue_icon</Icon>
		<PortraitIcon>units\monster_truck\monster_truck_blue_icon</PortraitIcon>
		<RolloverTextID>43178</RolloverTextID>
		<ShortRolloverTextID>43177</ShortRolloverTextID>
		<InitialHitpoints>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>80.0000</Cost>
		<Cost resourcetype ='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='613' name ='MonsterTruckT'>
		<DBID>1062</DBID>
		<DisplayNameID>43183</DisplayNameID>
		<EditorNameID>43184</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>11.0000</MaxVelocity>
		<MaxRunVelocity>13.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\monster_truck\monster_truck_red.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\monster_truck\monster_truck_red_icon</Icon>
		<PortraitIcon>units\monster_truck\monster_truck_red_icon</PortraitIcon>
		<RolloverTextID>43182</RolloverTextID>
		<ShortRolloverTextID>43181</ShortRolloverTextID>
		<InitialHitpoints>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>80.0000</Cost>
		<Cost resourcetype ='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>3000.000000</DamageCap>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='614' name ='FishBass'>
		<DBID>1064</DBID>
		<DisplayNameID>43190</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\bass.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<RolloverTextID>43189</RolloverTextID>
		<ShortRolloverTextID>43188</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='615' name ='FishSardine'>
		<DBID>1065</DBID>
		<DisplayNameID>43193</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\fish.xml</AnimFile>
		<Icon>units\animals\fish\fish_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\fish_portrait</PortraitIcon>
		<RolloverTextID>43192</RolloverTextID>
		<ShortRolloverTextID>43191</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='616' name ='FishTarpon'>
		<DBID>1066</DBID>
		<DisplayNameID>43196</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\tarpon.xml</AnimFile>
		<Icon>units\animals\fish\tarpon_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\tarpon_portrait</PortraitIcon>
		<RolloverTextID>43195</RolloverTextID>
		<ShortRolloverTextID>43194</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='617' name ='FishMahi'>
		<DBID>1067</DBID>
		<DisplayNameID>43199</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\mahi.xml</AnimFile>
		<Icon>units\animals\fish\mahi_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\mahi_portrait</PortraitIcon>
		<RolloverTextID>43198</RolloverTextID>
		<ShortRolloverTextID>43197</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='618' name ='MediocreBombard'>
		<DBID>1068</DBID>
		<DisplayNameID>43204</DisplayNameID>
		<EditorNameID>43205</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>43203</RolloverTextID>
		<ShortRolloverTextID>43202</ShortRolloverTextID>
		<InitialHitpoints>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype ='Wood'>10.0000</Cost>
		<Cost resourcetype ='Gold'>6.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>100000.000000</DamageCap>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>MediocreBombardBall</Projectile>
			<MaxHeight>10.000000</MaxHeight>
		</ProtoAction>
	</Unit>
	<Unit id ='619' name ='FlyingPurpleTapir'>
		<DBID>1069</DBID>
		<DisplayNameID>43208</DisplayNameID>
		<EditorNameID>43209</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\tapir\flying_tapir.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\animals\tapir\flying_purple_tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\flying_purple_tapir_icon</PortraitIcon>
		<RolloverTextID>43207</RolloverTextID>
		<ShortRolloverTextID>43206</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype ='Food'>106.0000</Cost>
		<Cost resourcetype ='Gold'>106.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='620' name ='FishMoonBass'>
		<DBID>1070</DBID>
		<DisplayNameID>43213</DisplayNameID>
		<EditorNameID>43214</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\bass.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<RolloverTextID>43212</RolloverTextID>
		<ShortRolloverTextID>43211</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='621' name ='GiftCoin'>
		<DBID>1074</DBID>
		<DisplayNameID>43386</DisplayNameID>
		<EditorNameID>43387</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_coin.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43385</RolloverTextID>
		<ShortRolloverTextID>43396</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Gold'>250.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='622' name ='GiftFood'>
		<DBID>1075</DBID>
		<DisplayNameID>43390</DisplayNameID>
		<EditorNameID>43391</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_food.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43389</RolloverTextID>
		<ShortRolloverTextID>43388</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Food'>250.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='623' name ='GiftWood'>
		<DBID>1076</DBID>
		<DisplayNameID>43394</DisplayNameID>
		<EditorNameID>43395</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_wood.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43393</RolloverTextID>
		<ShortRolloverTextID>43392</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype ='Wood'>250.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='624' name ='Reindeer'>
		<DBID>1077</DBID>
		<DisplayNameID>43399</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\reindeer\reindeer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\reindeer\reindeer_icon</Icon>
		<PortraitIcon>units\animals\reindeer\reindeer_portrait</PortraitIcon>
		<RolloverTextID>43398</RolloverTextID>
		<ShortRolloverTextID>43397</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='625' name ='TreeChristmas'>
		<DBID>1078</DBID>
		<DisplayNameID>43402</DisplayNameID>
		<EditorNameID>43403</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_christmas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_christmas_icon</Icon>
		<PortraitIcon>terrain\trees\tree_christmas_portrait</PortraitIcon>
		<RolloverTextID>43401</RolloverTextID>
		<ShortRolloverTextID>43400</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
</Proto>