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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=899</id>
		<title>Civ4UnitInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=899"/>
		<updated>2009-09-23T17:56:13Z</updated>

		<summary type="html">&lt;p&gt;KiwiTT: /* Integers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4UnitInfos&#039;&#039;&#039; XML file controls data related to individual units: for example, a unit&#039;s strength value or production cost.  There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &#039;open&#039;, the second the &#039;closed&#039; tag. If nothing goes inside a &#039;list tag&#039;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket.  The following tables contain all available tags, as well as their purpose and accepted values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
=== Headers ===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Capture&lt;br /&gt;
| Either NONE, or the unit which the unit turns into when captured.&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.&lt;br /&gt;
|-&lt;br /&gt;
! Combat&lt;br /&gt;
| The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat &amp;amp; defense.&lt;br /&gt;
|-&lt;br /&gt;
! Domain&lt;br /&gt;
| DOMAIN_ - then AIR, SEA or LAND.&lt;br /&gt;
|-&lt;br /&gt;
! DefaultUnitAI&lt;br /&gt;
| The default way in which the AI uses the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Invisible&lt;br /&gt;
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.&lt;br /&gt;
|-&lt;br /&gt;
! SeeInvisible&lt;br /&gt;
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| The name of the unit; which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfo&lt;br /&gt;
| Each different unit&#039;s data is enclosed in a seperate tag like this.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! UniqueNames&lt;br /&gt;
| Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! AdvancedStartCost&lt;br /&gt;
| The cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! AdvancedStartCostIncrease&lt;br /&gt;
| Affects the cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! BonusType&lt;br /&gt;
| The resource needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! Flavors&lt;br /&gt;
| The &#039;flavours&#039; of the unit - these relate to leader behavior in the AI.&lt;br /&gt;
|-&lt;br /&gt;
! HolyCity&lt;br /&gt;
| If not NONE, then it is the Holy City needed to build the unit.&lt;br /&gt;
|-&lt;br /&gt;
! HurryCostModifier&lt;br /&gt;
| Impacts the Gold Hurry cost of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! MinAreaSize&lt;br /&gt;
| Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).&lt;br /&gt;
|-&lt;br /&gt;
! Moves&lt;br /&gt;
| The number of movement points that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBonuses&lt;br /&gt;
| Used as a list tag to enclose BonusType tags.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBuilding&lt;br /&gt;
| Either NONE, or the building needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqCorporation&lt;br /&gt;
| Either NONE, or the corporation needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqReligion&lt;br /&gt;
| Either NONE, or the religion needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqTech&lt;br /&gt;
| Either NONE, or the technology that you need to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! ProductionTraits&lt;br /&gt;
| The leader traits which affect production of this unit, along with the value.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionType&lt;br /&gt;
| For units, always NONE.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligion&lt;br /&gt;
| If not NONE, the State Religion needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! TechTypes&lt;br /&gt;
| Used as a list tag to enclose PrereqTech tags.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Advisor&lt;br /&gt;
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Civilopedia&lt;br /&gt;
| As above for the Civiliopedia entry.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Either text or a key from the text files. The name displayed for the unit. &lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Strategy&lt;br /&gt;
| As above for the Sid&#039;s Tips, also displayed above the Civilopedia entry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Integers ===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! iAirCombat&lt;br /&gt;
| The unit&#039;s base strength for Air Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAirCombatLimit&lt;br /&gt;
| Max amount of damage (in percent) able to be inflicted on enemy units when air striking.&lt;br /&gt;
|-&lt;br /&gt;
! iAirRange&lt;br /&gt;
| Only for Air Units; the range at which it can operate.&lt;br /&gt;
|-&lt;br /&gt;
! iAirUnitCap&lt;br /&gt;
| Unknown; should be 0.&lt;br /&gt;
|-&lt;br /&gt;
! iAIWeight &lt;br /&gt;
| The preference given by the AI to this unit, generally for Unique Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAnimalCombat&lt;br /&gt;
| The bonus that the unit gets against Animals, in attack or defence.&lt;br /&gt;
|-&lt;br /&gt;
! iAsset&lt;br /&gt;
| Affects the AI&#039;s behaviour towards it in some way.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseDiscover&lt;br /&gt;
| The rate at which the unit discovers new tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseHurry&lt;br /&gt;
| Amount of production in a city the unit can hurry.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseTrade&lt;br /&gt;
| The basic amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRate&lt;br /&gt;
| The rate at which a unit Bombards a city.&lt;br /&gt;
|-&lt;br /&gt;
! iBombRate&lt;br /&gt;
| The damage that a unit does when carrying out an Air Bomb mission.&lt;br /&gt;
|-&lt;br /&gt;
! iCargo&lt;br /&gt;
| The number of units that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikes&lt;br /&gt;
| The number of First Strike Chances that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iCityAttack&lt;br /&gt;
| The bonus that the unit gets when attacking cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCityDefense&lt;br /&gt;
| The bonus that the unit gets when defending cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamage&lt;br /&gt;
| The amount of Collateral Damage that the unit does.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageLimit&lt;br /&gt;
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageMaxUnits&lt;br /&gt;
| The greatest number of enemy unit that the unit can inflict damage on.&lt;br /&gt;
|-&lt;br /&gt;
! iConscription&lt;br /&gt;
| The number of this unit that can be drafted.&lt;br /&gt;
|-&lt;br /&gt;
! iCombat&lt;br /&gt;
| The unit&#039;s base strength.&lt;br /&gt;
|-&lt;br /&gt;
! iCombatLimit&lt;br /&gt;
| Percentage that tells how much damage a unit can give out before retreating.&lt;br /&gt;
|-&lt;br /&gt;
! iCost&lt;br /&gt;
| The cost in hammers of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! iCultureGarrison&lt;br /&gt;
| The suppression value of a unit while garrisoned in a rebelling city.&lt;br /&gt;
|-&lt;br /&gt;
! iDiscoverMultiplier&lt;br /&gt;
| Affects the rate at which the unit discovers new tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iDropRange&lt;br /&gt;
| The range at which the unit can &#039;jump&#039; from a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! iEspionagePoints&lt;br /&gt;
| Used for Spies - not sure of the exact effect.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionProbability&lt;br /&gt;
| For air and parachute units; the odds of evading interception.&lt;br /&gt;
|-&lt;br /&gt;
! iExtraCost&lt;br /&gt;
| Affects the cost of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikes&lt;br /&gt;
| The number of automatic First Strikes that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iGreatWorkCulture&lt;br /&gt;
| The amount of culture that the unit generates with a Great Work.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsAttack&lt;br /&gt;
| The bonus that the unit gets when attacking hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsDefense&lt;br /&gt;
| The bonus that the unit gets when defending hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHotKeyPriority&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iHurryMultiplier&lt;br /&gt;
| Multiplier of the above.&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptionProbability		&lt;br /&gt;
| The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.&lt;br /&gt;
|-&lt;br /&gt;
! iLeaderExperience&lt;br /&gt;
| The amount of experience which a certain leader gives this unit.&lt;br /&gt;
|-&lt;br /&gt;
! iNukeRange&lt;br /&gt;
| The range at which the &#039;nuke&#039; can be launched - missiles only.&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iPower&lt;br /&gt;
| Affects the amount that the AI factors it into the equation when determining your military power.&lt;br /&gt;
|-&lt;br /&gt;
! iTradeMultiplier&lt;br /&gt;
| Affects the amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalProb&lt;br /&gt;
| The amount of Withdrawal Chance that the unit has. Maximum Value is in GlobalDefines.xml&lt;br /&gt;
|-&lt;br /&gt;
! iWorkRate&lt;br /&gt;
| The rate at which the unit improves tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueAttack&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the attack.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueDefense&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the defence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean ===&lt;br /&gt;
&lt;br /&gt;
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! bAltDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Alt.&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHostile&lt;br /&gt;
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
! bAnimal&lt;br /&gt;
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveImpassible&lt;br /&gt;
| If the unit is a Submarine, it can go under Ice.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveAllTerrain&lt;br /&gt;
| Can move across all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bCounterSpy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.&lt;br /&gt;
|-&lt;br /&gt;
! bCtrlDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Ctrl.&lt;br /&gt;
|-&lt;br /&gt;
! bDestroy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement.&lt;br /&gt;
|-&lt;br /&gt;
! bFirstStrikeImmune&lt;br /&gt;
| Is immune to all First Strikes.&lt;br /&gt;
|-&lt;br /&gt;
! bFlatMovementCost&lt;br /&gt;
| Pays a flat movement cost to enter all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bFood&lt;br /&gt;
| A city does not generate food while building this unit.&lt;br /&gt;
|-&lt;br /&gt;
! bFound&lt;br /&gt;
| Can found a city.&lt;br /&gt;
|-&lt;br /&gt;
! bGoldenAge&lt;br /&gt;
| Counts as a Great Person to start a Golden Age.&lt;br /&gt;
|-&lt;br /&gt;
! bHiddenNationality&lt;br /&gt;
| Bears no marking of nationality.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreBuildingDefense&lt;br /&gt;
| Ignores defensive bonuses from enemy buildings, like Walls and Castles.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreTerrainCost&lt;br /&gt;
| Ignores movement penalties from terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bInvestigate&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Investigate City.&lt;br /&gt;
|-&lt;br /&gt;
! bInvisible&lt;br /&gt;
| Is invisible to all units.&lt;br /&gt;
|-&lt;br /&gt;
! bLineOfSight&lt;br /&gt;
| Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.&lt;br /&gt;
|-&lt;br /&gt;
! bMechanized&lt;br /&gt;
| Not sure what this does - used for all land units in a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryHappiness&lt;br /&gt;
| Counts as a Military Unit in the eyes of the rabble.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryProduction&lt;br /&gt;
| Counts as a military unit for production bonuses/penalties.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitarySupport&lt;br /&gt;
| Costs money to maintain as part of your military, affected by Pacifism and the like.&lt;br /&gt;
|-&lt;br /&gt;
! bNoBadGoodies&lt;br /&gt;
| When this unit is entering a Tribal Village, the villagers will never be hostile.&lt;br /&gt;
|-&lt;br /&gt;
! bNoCapture&lt;br /&gt;
| This unit cannot capture cities.&lt;br /&gt;
|-&lt;br /&gt;
! bNoDefensiveBonus&lt;br /&gt;
| Does not receive defensive bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! bNoRevealMap&lt;br /&gt;
| If 1, the unit does not reveal any tiles except the one it is currently standing on.&lt;br /&gt;
|-&lt;br /&gt;
! bNukeInnume&lt;br /&gt;
| Takes no damage from enemy nukes.&lt;br /&gt;
|-&lt;br /&gt;
! bOnlyDefensive&lt;br /&gt;
| This unit cannot attack other units.&lt;br /&gt;
|-&lt;br /&gt;
! bPillage&lt;br /&gt;
| Can pillage enemy tiles.&lt;br /&gt;
|-&lt;br /&gt;
! bQuickCombat&lt;br /&gt;
| ALways 0; not sure what it actually does.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderAlways&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderBelowWater&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRivalTerritory&lt;br /&gt;
| Can explore rival territory.&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqBonuses&lt;br /&gt;
| Needs the mentioned resources to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqReligion&lt;br /&gt;
| Needs the mentioned religion to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bSabotage&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Sabotage Production.&lt;br /&gt;
|-&lt;br /&gt;
! bShiftDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Shift.&lt;br /&gt;
|-&lt;br /&gt;
! bSpy&lt;br /&gt;
| Is a spy.&lt;br /&gt;
|-&lt;br /&gt;
! bStealPlans&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Steal Plans.&lt;br /&gt;
|-&lt;br /&gt;
! bSuicide&lt;br /&gt;
| Kills itself upon attacking, like a Kamikaze in the Defence mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Builds&lt;br /&gt;
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.&lt;br /&gt;
|-&lt;br /&gt;
! Buildings&lt;br /&gt;
| The buildings which the unit can construct in a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! CorporationSpreads&lt;br /&gt;
| Put the Corporations which the unit can spread here, if it is a CEO.&lt;br /&gt;
|-&lt;br /&gt;
! FlankingStrikes&lt;br /&gt;
| All unit classes against which the unit gets a Flank Attack.&lt;br /&gt;
|-&lt;br /&gt;
! ForceBuildings&lt;br /&gt;
| The buildings the unit can construct in &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).&lt;br /&gt;
|-&lt;br /&gt;
! GreatPeoples&lt;br /&gt;
| If the unit can settle in a city, put the type of specialist it becomes here.&lt;br /&gt;
|-&lt;br /&gt;
! NotUnitAIs&lt;br /&gt;
| As UnitAIs, but for the tasks which the AI will never consider the unit for.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionSpreads&lt;br /&gt;
| Put the religions which the unit can spread here, if it is a missionary.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenders&lt;br /&gt;
| Unit defends first against the specified unitclass&lt;br /&gt;
|- &lt;br /&gt;
! UnitClassTargets&lt;br /&gt;
| Unit attacks first against the specified unitclass&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassUpgrades&lt;br /&gt;
| The Classes of unit to which this unit upgrades.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatDefenders&lt;br /&gt;
| Unit defends first against the specified unitcombat type&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatTargets&lt;br /&gt;
| Unit attacks first against the specified unitcombat type&lt;br /&gt;
|-&lt;br /&gt;
! UnitAIs&lt;br /&gt;
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! BonusProductionModifiers&lt;br /&gt;
| Resources that make the unit produce faster.&lt;br /&gt;
|-&lt;br /&gt;
! DomainCargo&lt;br /&gt;
| The Domains (AIR, SEA, or LAND) that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! DomainMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against Air, Sea or Land units.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureAttacks&lt;br /&gt;
| Attack bonuses that the unit gets in different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureDefenses&lt;br /&gt;
| Defense bonuses that the unit gets in different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureImpassables&lt;br /&gt;
| Used to specify terrain features (Jungle, Forest, etc.) that the unit will &#039;&#039;never&#039;&#039; be able to enter.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureNatives&lt;br /&gt;
| This affects the feature types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! FreePromotions&lt;br /&gt;
| The promotions that this unit starts with.&lt;br /&gt;
|-&lt;br /&gt;
! HotKey&lt;br /&gt;
| Never used in the original game - it can be used to define a hotkey for the unit.&lt;br /&gt;
|-&lt;br /&gt;
! LeaderPromotions&lt;br /&gt;
| Promotions which a certain leader gives this unit.&lt;br /&gt;
|-&lt;br /&gt;
! SpecialCargo&lt;br /&gt;
| Any types of Special Unit that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainAttacks&lt;br /&gt;
| Attack bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainDefenses&lt;br /&gt;
| Defence bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainImpassables&lt;br /&gt;
| Used to specify terrain types (Ocean, Desert, etc.) that the unit will &#039;&#039;never&#039;&#039; be able to enter.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainNatives&lt;br /&gt;
| This affects the terrain types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainPassableTechs&lt;br /&gt;
| With these technologies, the unit can enter the terrain defined in TerrainImpassables.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassAttackMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against specific unit classes in attack.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenseMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against specific unit classes in defence.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatCollateralImmunes&lt;br /&gt;
| The unit combats that this unit does not recieve collateral damage from.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against different combats.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
	&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! EarlyArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game.&lt;br /&gt;
|-&lt;br /&gt;
! FormationType&lt;br /&gt;
| The formation that the unit adopts.&lt;br /&gt;
|-&lt;br /&gt;
! fMaxSpeed&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! fPadTime&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iGroupSize&lt;br /&gt;
| The number of models in the unit.&lt;br /&gt;
|-&lt;br /&gt;
! iMeleeWaveSize&lt;br /&gt;
| The number of models that engage in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
! iRangedWaveSize&lt;br /&gt;
| The number of models that engage in ranged combat at once.&lt;br /&gt;
|-&lt;br /&gt;
! UnitMeshGroups&lt;br /&gt;
| Holds the unit&#039;s art data.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
 &amp;lt;UnitInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Class&amp;gt;UNITCLASS_LION&amp;lt;/Class&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;UNIT_LION&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;UniqueNames/&amp;gt;&lt;br /&gt;
   &amp;lt;Special&amp;gt;NONE&amp;lt;/Special&amp;gt;&lt;br /&gt;
   &amp;lt;Capture&amp;gt;NONE&amp;lt;/Capture&amp;gt;&lt;br /&gt;
   &amp;lt;Combat&amp;gt;NONE&amp;lt;/Combat&amp;gt;&lt;br /&gt;
   &amp;lt;Domain&amp;gt;DOMAIN_LAND&amp;lt;/Domain&amp;gt;&lt;br /&gt;
   &amp;lt;DefaultUnitAI&amp;gt;UNITAI_ANIMAL&amp;lt;/DefaultUnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;Invisible&amp;gt;NONE&amp;lt;/Invisible&amp;gt;&lt;br /&gt;
   &amp;lt;SeeInvisible&amp;gt;NONE&amp;lt;/SeeInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_UNIT_LION&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_CONCEPT_ANIMALS_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_UNIT_ANIMAL_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Advisor&amp;gt;NONE&amp;lt;/Advisor&amp;gt;&lt;br /&gt;
   &amp;lt;bAnimal&amp;gt;1&amp;lt;/bAnimal&amp;gt;&lt;br /&gt;
   &amp;lt;bFood&amp;gt;0&amp;lt;/bFood&amp;gt;&lt;br /&gt;
   &amp;lt;bNoBadGoodies&amp;gt;0&amp;lt;/bNoBadGoodies&amp;gt;&lt;br /&gt;
   &amp;lt;bOnlyDefensive&amp;gt;0&amp;lt;/bOnlyDefensive&amp;gt;&lt;br /&gt;
   &amp;lt;bNoCapture&amp;gt;0&amp;lt;/bNoCapture&amp;gt;&lt;br /&gt;
   &amp;lt;bQuickCombat&amp;gt;0&amp;lt;/bQuickCombat&amp;gt;&lt;br /&gt;
   &amp;lt;bRivalTerritory&amp;gt;0&amp;lt;/bRivalTerritory&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryHappiness&amp;gt;0&amp;lt;/bMilitaryHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitarySupport&amp;gt;0&amp;lt;/bMilitarySupport&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryProduction&amp;gt;0&amp;lt;/bMilitaryProduction&amp;gt;&lt;br /&gt;
   &amp;lt;bPillage&amp;gt;0&amp;lt;/bPillage&amp;gt;&lt;br /&gt;
   &amp;lt;bSpy&amp;gt;0&amp;lt;/bSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bSabotage&amp;gt;0&amp;lt;/bSabotage&amp;gt;&lt;br /&gt;
   &amp;lt;bDestroy&amp;gt;0&amp;lt;/bDestroy&amp;gt;&lt;br /&gt;
   &amp;lt;bStealPlans&amp;gt;0&amp;lt;/bStealPlans&amp;gt;&lt;br /&gt;
   &amp;lt;bInvestigate&amp;gt;0&amp;lt;/bInvestigate&amp;gt;&lt;br /&gt;
   &amp;lt;bCounterSpy&amp;gt;0&amp;lt;/bCounterSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bFound&amp;gt;0&amp;lt;/bFound&amp;gt;&lt;br /&gt;
   &amp;lt;bGoldenAge&amp;gt;0&amp;lt;/bGoldenAge&amp;gt;&lt;br /&gt;
   &amp;lt;bInvisible&amp;gt;0&amp;lt;/bInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;bFirstStrikeImmune&amp;gt;0&amp;lt;/bFirstStrikeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bNoDefensiveBonus&amp;gt;1&amp;lt;/bNoDefensiveBonus&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreBuildingDefense&amp;gt;0&amp;lt;/bIgnoreBuildingDefense&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveImpassable&amp;gt;0&amp;lt;/bCanMoveImpassable&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveAllTerrain&amp;gt;0&amp;lt;/bCanMoveAllTerrain&amp;gt;&lt;br /&gt;
   &amp;lt;bFlatMovementCost&amp;gt;0&amp;lt;/bFlatMovementCost&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreTerrainCost&amp;gt;0&amp;lt;/bIgnoreTerrainCost&amp;gt;&lt;br /&gt;
   &amp;lt;bNukeImmune&amp;gt;0&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqBonuses&amp;gt;0&amp;lt;/bPrereqBonuses&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqReligion&amp;gt;0&amp;lt;/bPrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bMechanized&amp;gt;0&amp;lt;/bMechanized&amp;gt;&lt;br /&gt;
   &amp;lt;bSuicide&amp;gt;0&amp;lt;/bSuicide&amp;gt;&lt;br /&gt;
   &amp;lt;bHiddenNationality&amp;gt;0&amp;lt;/bHiddenNationality&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHostile&amp;gt;0&amp;lt;/bAlwaysHostile&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassUpgrades/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;FlankingStrikes/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitAIs&amp;gt;&lt;br /&gt;
      &amp;lt;UnitAI&amp;gt;&lt;br /&gt;
         &amp;lt;UnitAIType&amp;gt;UNITAI_ANIMAL&amp;lt;/UnitAIType&amp;gt;&lt;br /&gt;
         &amp;lt;bUnitAI&amp;gt;1&amp;lt;/bUnitAI&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitAIs&amp;gt;&lt;br /&gt;
   &amp;lt;NotUnitAIs/&amp;gt;&lt;br /&gt;
   &amp;lt;Builds/&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;CorporationSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;GreatPeoples/&amp;gt;&lt;br /&gt;
   &amp;lt;Buildings/&amp;gt;&lt;br /&gt;
   &amp;lt;ForceBuildings/&amp;gt;&lt;br /&gt;
   &amp;lt;HolyCity&amp;gt;NONE&amp;lt;/HolyCity&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionType&amp;gt;NONE&amp;lt;/ReligionType&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligion&amp;gt;NONE&amp;lt;/StateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqReligion&amp;gt;NONE&amp;lt;/PrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqCorporation&amp;gt;NONE&amp;lt;/PrereqCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBuilding&amp;gt;NONE&amp;lt;/PrereqBuilding&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqTech&amp;gt;NONE&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
   &amp;lt;TechTypes/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusType&amp;gt;NONE&amp;lt;/BonusType&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBonuses/&amp;gt;&lt;br /&gt;
   &amp;lt;ProductionTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors/&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iCost&amp;gt;-1&amp;lt;/iCost&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryCostModifier&amp;gt;0&amp;lt;/iHurryCostModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCost&amp;gt;-1&amp;lt;/iAdvancedStartCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCostIncrease&amp;gt;0&amp;lt;/iAdvancedStartCostIncrease&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;-1&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iMoves&amp;gt;1&amp;lt;/iMoves&amp;gt;&lt;br /&gt;
   &amp;lt;bNoRevealMap&amp;gt;0&amp;lt;/bNoRevealMap&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRange&amp;gt;0&amp;lt;/iAirRange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirUnitCap&amp;gt;0&amp;lt;/iAirUnitCap&amp;gt;&lt;br /&gt;
   &amp;lt;iDropRange&amp;gt;0&amp;lt;/iDropRange&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeRange&amp;gt;-1&amp;lt;/iNukeRange&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkRate&amp;gt;0&amp;lt;/iWorkRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseDiscover&amp;gt;0&amp;lt;/iBaseDiscover&amp;gt;&lt;br /&gt;
   &amp;lt;iDiscoverMultiplier&amp;gt;0&amp;lt;/iDiscoverMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseHurry&amp;gt;0&amp;lt;/iBaseHurry&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryMultiplier&amp;gt;0&amp;lt;/iHurryMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseTrade&amp;gt;0&amp;lt;/iBaseTrade&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeMultiplier&amp;gt;0&amp;lt;/iTradeMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatWorkCulture&amp;gt;0&amp;lt;/iGreatWorkCulture&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionagePoints&amp;gt;0&amp;lt;/iEspionagePoints&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainPassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;FeaturePassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;iCombat&amp;gt;2&amp;lt;/iCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatLimit&amp;gt;100&amp;lt;/iCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombat&amp;gt;0&amp;lt;/iAirCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombatLimit&amp;gt;0&amp;lt;/iAirCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueAttack&amp;gt;4&amp;lt;/iXPValueAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueDefense&amp;gt;2&amp;lt;/iXPValueDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikes&amp;gt;0&amp;lt;/iFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikes&amp;gt;0&amp;lt;/iChanceFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptionProbability&amp;gt;0&amp;lt;/iInterceptionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionProbability&amp;gt;0&amp;lt;/iEvasionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalProb&amp;gt;0&amp;lt;/iWithdrawalProb&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamage&amp;gt;0&amp;lt;/iCollateralDamage&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageLimit&amp;gt;0&amp;lt;/iCollateralDamageLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageMaxUnits&amp;gt;0&amp;lt;/iCollateralDamageMaxUnits&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAnimalCombat&amp;gt;0&amp;lt;/iAnimalCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainNatives&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_DESERT&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainNatives&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureNatives/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassAttackMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenseMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatCollateralImmunes/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;iBombRate&amp;gt;0&amp;lt;/iBombRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRate&amp;gt;0&amp;lt;/iBombardRate&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialCargo&amp;gt;NONE&amp;lt;/SpecialCargo&amp;gt;&lt;br /&gt;
   &amp;lt;DomainCargo&amp;gt;NONE&amp;lt;/DomainCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iCargo&amp;gt;0&amp;lt;/iCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iConscription&amp;gt;0&amp;lt;/iConscription&amp;gt;&lt;br /&gt;
   &amp;lt;iCultureGarrison&amp;gt;0&amp;lt;/iCultureGarrison&amp;gt;&lt;br /&gt;
   &amp;lt;iExtraCost&amp;gt;0&amp;lt;/iExtraCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAsset&amp;gt;1&amp;lt;/iAsset&amp;gt;&lt;br /&gt;
   &amp;lt;iPower&amp;gt;1&amp;lt;/iPower&amp;gt;&lt;br /&gt;
   &amp;lt;UnitMeshGroups&amp;gt;&lt;br /&gt;
      &amp;lt;iGroupSize&amp;gt;3&amp;lt;/iGroupSize&amp;gt;&lt;br /&gt;
      &amp;lt;fMaxSpeed&amp;gt;1.75&amp;lt;/fMaxSpeed&amp;gt;&lt;br /&gt;
      &amp;lt;fPadTime&amp;gt;1&amp;lt;/fPadTime&amp;gt;&lt;br /&gt;
      &amp;lt;iMeleeWaveSize&amp;gt;3&amp;lt;/iMeleeWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;iRangedWaveSize&amp;gt;0&amp;lt;/iRangedWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;UnitMeshGroup&amp;gt;&lt;br /&gt;
         &amp;lt;iRequired&amp;gt;3&amp;lt;/iRequired&amp;gt;&lt;br /&gt;
         &amp;lt;EarlyArtDefineTag&amp;gt;ART_DEF_UNIT_LION&amp;lt;/EarlyArtDefineTag&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitMeshGroup&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitMeshGroups&amp;gt;&lt;br /&gt;
   &amp;lt;FormationType&amp;gt;FORMATION_TYPE_ANIMAL&amp;lt;/FormationType&amp;gt;&lt;br /&gt;
   &amp;lt;HotKey/&amp;gt;&lt;br /&gt;
   &amp;lt;bAltDown&amp;gt;0&amp;lt;/bAltDown&amp;gt;&lt;br /&gt;
   &amp;lt;bShiftDown&amp;gt;0&amp;lt;/bShiftDown&amp;gt;&lt;br /&gt;
   &amp;lt;bCtrlDown&amp;gt;0&amp;lt;/bCtrlDown&amp;gt;&lt;br /&gt;
   &amp;lt;iHotKeyPriority&amp;gt;0&amp;lt;/iHotKeyPriority&amp;gt;&lt;br /&gt;
   &amp;lt;FreePromotions/&amp;gt;&lt;br /&gt;
   &amp;lt;LeaderPromotion&amp;gt;NONE&amp;lt;/LeaderPromotion&amp;gt;&lt;br /&gt;
   &amp;lt;iLeaderExperience&amp;gt;0&amp;lt;/iLeaderExperience&amp;gt;&lt;br /&gt;
 &amp;lt;/UnitInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>KiwiTT</name></author>
	</entry>
</feed>