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North America 1700

Script for map North America 1700

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<script>
  <trigger name="A TIP" noOfTimesAllowedToInvoke="2">
    <condition type="turnStarted"/>
    <action type="showDialogue" playerOrder="0">
      <row icon="char6" name="Hello!">This is a completely new costomized ruleset.
Here is a summary about changes in terms of movement:
Unit(s) that have the same movement: Torch man, Spearman, Archer, Trebuchet, Cog,
Battleship, Musket, Balloon
Unit(s) that move slower: Peasant, Knight, Galley</row>
      <row icon="char6" name="Hello!">Unit(s) that move faster: Axeman, Swordsman, Centurion, Crossbowman, Longbowman,
Horse archer, Catapult, Ram, Longboat, Army transport, Cannon
Unit(s) with air mover: Longbowman, Horse archer, Catapult, Army transport, Cannon, Balloon</row>
      <row icon="char6" name="Mover">Unit(s) with wheel mover: Axeman, Swordsman, Centurion, Knight, Archer, Catapult,
Trebuchet, Ram, Musket</row>
      <row icon="char6" name="The battle system">Each unit takes advantage when attacking
following units indicated after each colon.
Torch man: plate armored, Trebuchet, Ram, Musket
Spearman: Archer, Crossbow, Trebuchet, Ram
Axeman: Peasant, Torch man, Spearman, Capturing</row>
      <row icon="char6" name="The battle system">Swordsman: Peasant, Torch man, Spearman
Centurion: plate armored
Knight: plate armored
Archer: Axeman, Swordsman, Centurion, Knight
Crossbowman: mail armored
Longbowman: mail armored
Horse archer: leather and plate armored</row>
      <row icon="char6" name="The battle system">Catapult: wood armored
Trebuchet: Archer, Crossbowman, Musket
Longboat: Galley
Cog: Longboat
Galley: Cog and Battleship
Battleship: Cog
Musket: weakens defense by 40%</row>
      <row icon="char6" name="Battle, capturing and boarding">Cannon: weakens defense by 60%
Capturing: NO CHANGE
BOARDING: Longbowman can't board on Ram, Longboat, Galley, Battleship and Army transport.</row>
      <row icon="char6" name="Ranged units">Changes in ranges of ranged units: (modified ranges indicated in brackets)
Archer,Crossbowman(1-2) Longbowman,Horse archer,Catapult,Cannon(1) Trebuchet(2-4) Musket(3-8)
no change for Longboat, Cog, Galley, Battleship</row>
      <row icon="char6" name="Special Units">Spear Master: good in villages, forts and castles; +5 attack when defending; good against leather armored
Mega Cargo Cog: range=1; movement=2; cargo space=15; not good in battles</row>
      <row icon="char6" name="Good Luck">Click on the bottom "History" and go back to see these rules again. 
Feel free to report any abnormality or suggest changes to warplas.</row>
    </action>
  </trigger>
  <setup>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.price" resourceId="1" value="80"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="2"/>
      <update property="unit.weapon.maxDamage" value="2"/>
      <update property="unit.weapon.defendingBonus" value="2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="20" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="1" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="2">
      <update property="unit.price" resourceId="1" value="180"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="4"/>
      <update property="unit.weapon.maxDamage" value="4"/>
      <update property="unit.defense" value="3"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="-9"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="13" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="6"/>
      <update property="unit.weapon.unitBonuses" unitId="71" value="6"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="2"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="2"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="2"/>
      <update property="building.buildsUnits" elementId="2" unitId="2" value="1"/>
      <update property="building.buildsUnits" elementId="4" unitId="2" value="1"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="6"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="3">
      <update property="unit.price" resourceId="1" value="120"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.defense" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="1" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="9" value="4"/>
      <update property="unit.weapon.unitBonuses" unitId="10" value="4"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="4"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="4"/>
      <update property="unit.weapon.unitBonuses" unitId="4" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="8" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="12" value="0"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="3"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="2"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="2"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="2"/>
      <update property="unit.weapon.defendingBonus" value="3"/>
      <update property="building.buildsUnits" elementId="3" unitId="3" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="3" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="3" id="10003" name="Spear Master"/>
    <action type="customizeRuleset" elementId="10003">
      <update property="unit.clipName" value="MedievalSpearman2"/>
      <update property="unit.price" resourceId="1" value="240"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.defense" value="6"/>
      <update property="unit.weapon.unitBonuses" unitId="1" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="9" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="10" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="0"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="7"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="4"/>
      <update property="unit.weapon.defendingBonus" value="5"/>
    </action>
    <action type="customizeRuleset" elementId="4">
      <update property="unit.price" resourceId="1" value="220"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="6"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.defense" value="5"/>
      <update property="unit.primaryMovementPoints" value="5"/>
      <update property="unit.secondaryMovementPoints" value="5"/>
      <update property="unit.armor" armorId="2"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="7"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="-5"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-3"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="1" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="20" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="6" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="0"/>
      <update property="unit.weapon.terrainBonuses" terrainId="1" value="4"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="5" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="-3"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="-4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="-4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="-4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="3" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="4" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="4" value="1"/>
      <update property="building.buildsUnits" elementId="4" unitId="4" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="4" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="5"/>
    </action>
    <action type="customizeRuleset" elementId="5">
      <update property="unit.price" resourceId="1" value="280"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.defense" value="6"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="2"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="2"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-5"/>
      <update property="unit.weapon.unitBonuses" unitId="1" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="4" value="0"/>
      <update property="unit.weapon.terrainBonuses" terrainId="1" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="1" value="2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="5" value="-1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="-3"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="-4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="-4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="-4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="5" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="5" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="5" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="5" value="1"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="4"/>
    </action>
    <action type="customizeRuleset" elementId="6">
      <update property="unit.price" resourceId="1" value="360"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="2"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.defense" value="7"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-6"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="1" value="5"/>
      <update property="unit.terrainDefenseBonuses" terrainId="1" value="3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="-2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="5" value="-2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="-4"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="-4"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="-4"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="-5"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="-5"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="-5"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="6" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="6" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="3"/>
    </action>
    <action type="customizeRuleset" elementId="8">
      <update property="unit.price" resourceId="1" value="520"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="2"/>
      <update property="unit.weapon.minDamage" value="9"/>
      <update property="unit.weapon.maxDamage" value="9"/>
      <update property="unit.defense" value="9"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-8"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="6"/>
      <update property="unit.weapon.terrainBonuses" terrainId="1" value="6"/>
      <update property="unit.terrainDefenseBonuses" terrainId="1" value="4"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="5" value="-3"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="-5"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="-5"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="-5"/>
      <update property="unit.weapon.buildingBonuses" buildingId="1" value="-6"/>
      <update property="unit.weapon.buildingBonuses" buildingId="2" value="-6"/>
      <update property="unit.weapon.buildingBonuses" buildingId="3" value="-6"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="0"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="8" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="8" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="3"/>
    </action>
    <action type="customizeRuleset" elementId="9">
      <update property="unit.price" resourceId="1" value="200"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="2"/>
      <update property="unit.weapon.minDamage" value="1"/>
      <update property="unit.weapon.maxDamage" value="1"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.defense" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="-10"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="4" value="6"/>
      <update property="unit.weapon.unitBonuses" unitId="5" value="7"/>
      <update property="unit.weapon.unitBonuses" unitId="6" value="7"/>
      <update property="unit.weapon.unitBonuses" unitId="8" value="7"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="10" value="3"/>
      <update property="unit.weapon.defendingBonus" value="9"/>
      <update property="unit.weapon.attackingBonus" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="9" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="9" value="1"/>
      <update property="building.buildsUnits" elementId="21" unitId="9" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="6"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="3"/>
    </action>
    <action type="customizeRuleset" elementId="14">
      <update property="unit.price" resourceId="1" value="350"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.type" value="ranged"/>
      <update property="unit.weapon.minRange" value="2"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.minDamage" value="1"/>
      <update property="unit.weapon.maxDamage" value="1"/>
      <update property="unit.defense" value="4"/>
      <update property="unit.mover" moverId="5"/>
      <update property="unit.armor" armorId="1"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="-5"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="-8"/>
      <update property="unit.weapon.moverBonuses" moverId="7" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="6" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="9" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="10" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="71" value="8"/>
      <update property="unit.buildingDefenseBonuses" buildingId="10" value="3"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="20"/>
      <update property="building.buildsUnits" elementId="6" unitId="14" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="14" value="0"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="2"/>
    </action>
    <action type="customizeRuleset" elementId="11">
      <update property="unit.price" resourceId="1" value="480"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.primaryMovementPoints" value="9"/>
      <update property="unit.secondaryMovementPoints" value="8"/>
      <update property="unit.mover" moverId="21"/>
      <update property="unit.armor" armorId="3"/>
      <update property="unit.weapon.type" value="melee"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="1"/>
      <update property="unit.weapon.minDamage" value="1"/>
      <update property="unit.weapon.maxDamage" value="1"/>
      <update property="unit.defense" value="7"/>
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</script>