Civ4UnitInfos: Difference between revisions

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The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost.  There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.


== List of Available Tags ==
== Text Tags ==
 
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.  The following tables contain all available tags, as well as their purpose and accepted values.
 
=== Text Tags ===
 
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
|-
! Tag !! Usage
|-
! UnitInfos
| This begins and ends the file. Everything must go in between these two, or it will not work.
|-
! UnitInfo
| Each different unit's data is enclosed in a seperate tag like this.
|-
! Class
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.
|}
 
=== Boolean Tags ===
 
=== List Tags ===
 
 
-----------
 
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br />
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br /><br />
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br />
<Type></Type> The unit's in-game name, which must be unique.<br /><br />
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br />
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br />
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br />
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br /><br />
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br /><br />
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br /><br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br />


'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br />


== Boolean Tags ==
== Boolean Tags ==


<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br />
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<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br />
<br />
 
== List Tags ==
== List Tags ==
<br />
 
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br />
<UnitCombatDefenders/>
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br />
<FlankingStrikes/>
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br />
<UnitAIs>
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br />
<UnitAI>
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br />
<UnitAIType>UNITAI_ANIMAL</UnitAIType>
<UnitAI></UnitAI> Put each AI in here.<br /><br />
<bUnitAI>1</bUnitAI>
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br />
</UnitAI>
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br />
</UnitAIs>
<Builds></Builds> For all the things that the unit can build on tiles<br />
<NotUnitAIs/>
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br />
<Builds/>
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br />
<ReligionSpreads/>
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br />
<CorporationSpreads/>
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br />
<GreatPeoples/>
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br />
<Buildings/>
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br />
<ForceBuildings/>
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br />
<HolyCity>NONE</HolyCity>
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br />
<ReligionType>NONE</ReligionType>
<Building></Building> Each building goes in one of these<br /><br />
<StateReligion>NONE</StateReligion>
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br />
<PrereqReligion>NONE</PrereqReligion>
 
<PrereqCorporation>NONE</PrereqCorporation>
 
<PrereqBuilding>NONE</PrereqBuilding>
== Preresquisite Tags ==
<PrereqTech>NONE</PrereqTech>
 
<TechTypes/>
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br />
<BonusType>NONE</BonusType>
<ReligionType></ReligionType> For units, always NONE.<br /><br />
<PrereqBonuses/>
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br />
<ProductionTraits/>
<PrereqReligion></PrereqReligion> As above for Religion<br /><br />
<Flavors/>
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br />
<iAIWeight>0</iAIWeight>
<PrereqBuilding></PrereqBuilding> As above for building<br /><br />
<iCost>-1</iCost>
<PrereqTech></PrereqTech> As above for technology
<iHurryCostModifier>0</iHurryCostModifier>
<TechTypes></TechTypes> Encloses the above
<iAdvancedStartCost>-1</iAdvancedStartCost>
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br />
<iMinAreaSize>-1</iMinAreaSize>
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br />
<iMoves>1</iMoves>
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br />
<bNoRevealMap>0</bNoRevealMap>
 
<iAirRange>0</iAirRange>
 
<iAirUnitCap>0</iAirUnitCap>
== Integer Tags ==
<iDropRange>0</iDropRange>
 
<iNukeRange>-1</iNukeRange>
 
<iWorkRate>0</iWorkRate>
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br />
<iBaseDiscover>0</iBaseDiscover>
<iCost></iCost> The cost in hammers of the unit<br /><br />
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iHurryMultiplier>0</iHurryMultiplier>

Revision as of 15:05, 9 May 2009

All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.

Text Tags

<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.

<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.

<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.

<Type></Type> The unit's in-game name, which must be unique.

<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.

<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in.

<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured

<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER

<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.

<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.

<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below)

<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.

<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.

<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.

<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry

<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.

Boolean Tags

<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.

<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.

<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.

<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.

<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.

<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.

<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.

<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic

<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.

<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.

<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles

<bSpy></bSpy> If set to 1, the unit is a spy

<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.

<bDestroy></bDestroy> As above, but for Destroy Improvement

<bStealPlans></bStealPlans> As above, for Steal Plans

<bInvestigate></bInvestigate> As above, for Investigate City

<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.

<bFound></bFound> If set to 1, the unit can found a new city.

<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.

<bInvisible></bInvisible> If set to 1, is invisible to all units.

<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.

<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses

<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.

<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.

<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.

<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.

<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.

<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.

<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.

<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.

<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.

<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack

<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.

<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.

List Tags

<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.

<UnitClassTargets></UnitClassTargets> Not sure what this does.
<UnitCombatTargets></UnitCombatTargets> Same as above

<UnitClassDefenders></UnitClassDefenders> Same as above
<UnitCombatDefenders></UnitCombatDefenders> Same as above

<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.

<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.
<UnitAI></UnitAI> Put each AI in here.

<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.
<NotUnitAI></NotUnitAI> As above for <UnitAI>

<Builds></Builds> For all the things that the unit can build on tiles
<Build></Build> Each thing that the unit can build goes in one of these.

<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here.
<ReligionSpread></ReligionSpread> Each religion goes in here

<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads>
<CorporationSpread></CorporationSpread> As above for <ReligionSpread>

<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.

<Buildings></Buildings> All of the things that the unit can construct in a city go here.
<Building></Building> Each building goes in one of these

<ForceBuildings></ForceBuildings> Don't know what this does


Preresquisite Tags

<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.

<ReligionType></ReligionType> For units, always NONE.

<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit

<PrereqReligion></PrereqReligion> As above for Religion

<PrereqCorporation></PrereqCorporation> As above for Corporation

<PrereqBuilding></PrereqBuilding> As above for building

<PrereqTech></PrereqTech> As above for technology <TechTypes></TechTypes> Encloses the above <BonusType></BonusType> If not NONE, the resource needed to build the unit

<PrereqBonuses></PrereqBonuses> Don't know what this does

<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit

<Flavors><Flavors> The 'flavors' of a unit - not sure what they do


Integer Tags

<iAIWeight></iAIWeight> The preference given by the AI to this unit

<iCost></iCost> The cost in hammers of the unit

<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost

<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start

<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start

<iMinAreaSize></iMinAreaSize> Don't know what this does

<iMoves></iMoves>The number of moves a unit has

<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map

<iAirRange></iAirRange> For Air Units, the range

<iAirUnitCap></iAirUnitCap> Should be 0

<iDropRange></iDropRange> The range which the unit can parachute-jump

<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)

<iWorkRate></iWorkRate> The rate at which the unit improves tiles

<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles

<iDiscoverMultiplier></iDiscoverMultiplier> <iBaseHurry>0</iBaseHurry> <iHurryMultiplier>0</iHurryMultiplier> <iBaseTrade>0</iBaseTrade> <iTradeMultiplier>0</iTradeMultiplier> <iGreatWorkCulture>0</iGreatWorkCulture> <iEspionagePoints>0</iEspionagePoints> <TerrainImpassables/> <FeatureImpassables/> <TerrainPassableTechs/> <FeaturePassableTechs/> <iCombat>2</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>4</iXPValueAttack> <iXPValueDefense>2</iXPValueDefense> <iFirstStrikes>0</iFirstStrikes> <iChanceFirstStrikes>0</iChanceFirstStrikes> <iInterceptionProbability>0</iInterceptionProbability> <iEvasionProbability>0</iEvasionProbability> <iWithdrawalProb>0</iWithdrawalProb> <iCollateralDamage>0</iCollateralDamage> <iCollateralDamageLimit>0</iCollateralDamageLimit> <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits> <iCityAttack>0</iCityAttack> <iCityDefense>0</iCityDefense> <iAnimalCombat>0</iAnimalCombat> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <TerrainNatives> <TerrainNative> <TerrainType>TERRAIN_GRASS</TerrainType> <bTerrainNative>1</bTerrainNative> </TerrainNative> <TerrainNative> <TerrainType>TERRAIN_PLAINS</TerrainType> <bTerrainNative>1</bTerrainNative> </TerrainNative> <TerrainNative> <TerrainType>TERRAIN_DESERT</TerrainType> <bTerrainNative>1</bTerrainNative> </TerrainNative> </TerrainNatives> <FeatureNatives/> <TerrainAttacks/> <TerrainDefenses/> <FeatureAttacks/> <FeatureDefenses/> <UnitClassAttackMods/> <UnitClassDefenseMods/> <UnitCombatMods/> <UnitCombatCollateralImmunes/> <DomainMods/> <BonusProductionModifiers/> <iBombRate>0</iBombRate> <iBombardRate>0</iBombardRate> <SpecialCargo>NONE</SpecialCargo> <DomainCargo>NONE</DomainCargo> <iCargo>0</iCargo> <iConscription>0</iConscription> <iCultureGarrison>0</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>0</iAsset> <iPower>0</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>0</iRangedWaveSize> <UnitMeshGroup> <iRequired>3</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_ANIMAL</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions/> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience>