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Europe Zombie Invasion

Script for map Europe Zombie Invasion

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Customized game - 5 Humans against purple zombies invasion A strange disease has hitted the world... Only Europe is standing up. But, the disease is at the frontiers, and the monsters come for the last humans ! They will come from everywhere, the humans will be surrounded ! Despite everything, somes scientists are close to find a cure ! Your human objective : Survive until you find the cure. Zombie objective : Kill the Humans heroes before they find the cure. Humans : Everyone will start with 1 customized unit, it's your HERO ! Don't let him die, or you lose with him. Survive 22 turns of zombie invasion to find the cure, and win the game. Zombie : Purple will have customized units ingame. Your most important unit is the zombie. Zombie is strong and can capture every buildings. Moreover you will have very strongs monsters on the land, and creepy monsters on the sea (They can cargo units). MINES : Gives only 50g income. And is where the zombies are created ! (Mines/sciences shops can only be captured by the zombies). At start, you must massing zombies and sea monsters on each building you have. Kill all the HEROES to win. You have 22 turns. Don't worry, you will have spawning units ingame. Let's eat somes humans now !
<script>
  <setup>
    <action type="customizeRuleset" elementId="0">
      <update property="building.resourceProduction" elementId="9" resourceId="1" value="50"/>
    </action>
    <action type="copyMetaResource" basedOn="1" id="10000" name="Evil"/>
    <action type="customizeRuleset" elementId="10000">
      <update property="resource.iconClipName" value="MedievalMetal"/>
      <update property="building.resourceProduction" elementId="21" resourceId="10000" value="5"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value=""/>
    </action>
    <action type="customizeRuleset" elementId="4">
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="6"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="8"/>
    </action>
    <action type="customizeRuleset" elementId="6">
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="2"/>
    </action>
    <action type="customizeRuleset" elementId="45">
      <update property="unit.price" resourceId="1" value="300"/>
    </action>
    <action type="customizeRuleset" elementId="17">
      <update property="unit.weapon.unitBonuses" unitId="17" value=""/>
    </action>
    <action type="customizeRuleset" elementId="71">
      <update property="building.buildsUnits" elementId="21" unitId="71" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="71" value="1"/>
      <update property="unit.price" resourceId="1" value="800"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="3"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
    </action>
    <action type="customizeRuleset" elementId="45">
      <update property="building.buildsUnits" elementId="21" unitId="45" value="0"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="building.buildsUnits" elementId="21" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="1" value="0"/>
      <update property="unit.price" resourceId="1" value="125"/>
    </action>
    <action type="customizeRuleset" elementId="72">
      <update property="building.buildsUnits" elementId="21" unitId="72" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="73">
      <update property="building.buildsUnits" elementId="21" unitId="73" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10007" name="French King"/>
    <action type="customizeRuleset" elementId="10007">
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.visionPoints" value="4"/>
      <update property="unit.health" value="12"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.primaryMovementPoints" value="6"/>
      <update property="unit.secondaryMovementPoints" value="4"/>
      <update property="unit.weapon.minDamage" value="9"/>
      <update property="unit.weapon.maxDamage" value="9"/>
      <update property="unit.weapon.attackingBonus" value="5"/>
      <update property="unit.defense" value="11"/>
      <update property="unit.weapon.targetDefensePenalty" value="15"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="building.buildsUnits" elementId="1" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10007" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="9" id="10008" name="British King"/>
    <action type="customizeRuleset" elementId="10008">
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.clipName" value="MedievalArcher2"/>
      <update property="unit.blocks" unitId="10008" value="0"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="5"/>
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.weapon.minDamage" value="6"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="3"/>
      <update property="building.buildsUnits" elementId="1" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10008" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="71" id="10016" name="Ottoman King"/>
    <action type="customizeRuleset" elementId="10016">
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.clipName" value="MedievalGunman"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.minRange" value="2"/>
      <update property="unit.weapon.maxRange" value="6"/>
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.defense" value="7"/>
      <update property="unit.weapon.minDamage" value="6"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="20"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="5"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="7" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="2" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="3" value="2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="3" value="1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="4" value="2"/>
      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10016" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10016" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10003" name="Roman King"/>
    <action type="customizeRuleset" elementId="10003">
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.clipName" value="MedievalKing"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.visionPoints" value="4"/>
      <update property="unit.defense" value="12"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.minDamage" value="11"/>
      <update property="unit.weapon.maxDamage" value="11"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.health" value="14"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="3"/>
      <update property="building.buildsUnits" elementId="1" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10003" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10015" name="Scandinavia King"/>
    <action type="customizeRuleset" elementId="10015">
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.clipName" value="MedievalHeavyInfantry"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.visionPoints" value="4"/>
      <update property="unit.defense" value="11"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.health" value="16"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="3"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="6"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="6"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="3"/>
      <update property="building.buildsUnits" elementId="1" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10015" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10009" name="Devil"/>
    <action type="customizeRuleset" elementId="10009">
      <update property="unit.clipName" value="MedievalEvilKing"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.health" value="20"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="2"/>
      <update property="unit.weapon.minDamage" value="3"/>
      <update property="unit.weapon.maxDamage" value="3"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.weapon.attackingBonus" value="5"/>
      <update property="building.buildsUnits" elementId="1" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10009" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10009" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="1" id="10011" name="Zombie"/>
    <action type="customizeRuleset" elementId="10011">
      <update property="unit.clipName" value="MedievalOgre"/>
      <update property="unit.defense" value="5"/>
      <update property="unit.health" value="13"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="5" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="6" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="8" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="13" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="5"/>
      <update property="unit.price" resourceId="1" value="50"/>
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="13"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="2"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="2"/>
      <update property="building.buildsUnits" elementId="3" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10011" value="1"/>
      <update property="building.buildsUnits" elementId="9" unitId="10011" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="9" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="21" value="3"/>
    </action>
    <action type="copyMetaUnit" basedOn="17" id="10012" name="Sea Thing"/>
    <action type="customizeRuleset" elementId="10012">
      <update property="unit.clipName" value="MedievalOctapus"/>
      <update property="unit.price" resourceId="1" value="150"/>
      <update property="unit.price" resourceId="10000" value="3"/>
      <update property="unit.health" value="14"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.defense" value="9"/>
      <update property="unit.fastUnload" value="0"/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="19" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="16" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="18" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="10008" value="-1"/>
      <update property="unit.weapon.unitBonuses" unitId="10016" value="-1"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="3"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="2"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="1"/>
      <update property="unit.primaryMovementPoints" value="5"/>
      <update property="unit.weapon.targetDefensePenalty" value="15"/>
    </action>
    <action type="copyMetaUnit" basedOn="10012" id="10112" name="Old Sea Giant Thing"/>
    <action type="customizeRuleset" elementId="10112">
      <update property="unit.clipName" value="MedievalOctapus"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="unit.health" value="99"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.fastUnload" value="0"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.weapon.unitBonuses" unitId="19" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="16" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="18" value="2"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="3" value="3"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="2"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="1"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="30"/>
      <update property="building.buildsUnits" elementId="8" unitId="10112" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="16">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="10112" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="17">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="10112" value="2"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10001" name="Executioner"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="unit.clipName" value="MedievalDwarf"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.health" value="20"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.minDamage" value="8"/>
      <update property="unit.weapon.maxDamage" value="8"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="-4"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="2"/>
      <update property="unit.price" resourceId="1" value="250"/>
      <update property="unit.price" resourceId="10000" value="10"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="6"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="9"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10001" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10001" value="1"/>
      <update property="building.buildsUnits" elementId="4" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10001" value="1"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10004" name="Nemesis"/>
    <action type="customizeRuleset" elementId="10004">
      <update property="unit.clipName" value="MedievalDwarfMaster"/>
      <update property="unit.price" resourceId="1" value="500"/>
      <update property="unit.price" resourceId="10000" value="30"/>
      <update property="unit.blocks" unitId="10004" value="0"/>
      <update property="unit.defense" value="4"/>
      <update property="unit.health" value="66"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.weapon.attackingBonus" value="0"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="50"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="21" value="25"/>
      <update property="unit.repairsOnBuildings" buildingId="8" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10004" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="9">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="10">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="11">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="12">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="72">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="2"/>
    </action>
    <action type="customizeRuleset" elementId="19">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="-6"/>
    </action>
    <action type="customizeRuleset" elementId="18">
      <update property="unit.weapon.unitBonuses" unitId="10012" value="-2"/>
    </action>
  </setup>
  <trigger name="End of the Game" noOfTimesAllowedToInvoke="1">
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="22"/>
    <action type="triggerLoss" playerOrder="6"/>
  </trigger>
  <trigger name="startGameTrigger" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="setTeam" playerOrder="1" team="1"/>
    <action type="setTeam" playerOrder="2" team="1"/>
    <action type="setTeam" playerOrder="3" team="1"/>
    <action type="setTeam" playerOrder="4" team="1"/>
    <action type="setTeam" playerOrder="5" team="1"/>
    <action type="setTeam" playerOrder="6" team="2"/>
  </trigger>
  <trigger name="Devil" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10009" x="41" y="16" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="6" y="39" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="13" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="41" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="18" y="40" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="7" y="6" name="" playerOrder="6" health="15" vicinity="1"/>
  </trigger>
  <trigger name="Devil2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="7"/>
    <action type="createUnit" metaUnitId="10009" x="41" y="16" name="" playerOrder="6" health="16" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="6" y="39" name="" playerOrder="6" health="16" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="13" name="" playerOrder="6" health="16" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="41" name="" playerOrder="6" health="16" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="18" y="40" name="" playerOrder="6" health="16" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="7" y="6" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="41" y="23" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Devil3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="14"/>
    <action type="createUnit" metaUnitId="10009" x="41" y="16" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="6" y="39" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="13" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="47" y="41" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="18" y="40" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="7" y="6" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="41" y="23" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="6" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="6" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="47" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="42" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="1" y="41" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="42" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="6" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="6" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="47" y="0" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="42" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="1" y="41" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargo" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="42" name="" playerOrder="6" health="14" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Roman Empire spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10003" x="22" y="32" name="" playerOrder="4" health="14" vicinity="1"/>
    <action type="nameUnit" name="Roman King" heroName="Roman King" x="22" y="32"/>
  </trigger>
  <trigger name="French Empire spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10007" x="14" y="24" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="nameUnit" name="French King" heroName="French King" x="14" y="24"/>
  </trigger>
  <trigger name="British Empire spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10008" x="12" y="19" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="nameUnit" name="British King" heroName="British King" x="12" y="19"/>
  </trigger>
  <trigger name="Ottoman Empire spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10016" x="34" y="31" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="nameUnit" name="Ottoman King" heroName="Ottoman King" x="34" y="31"/>
  </trigger>
  <trigger name="Scandinavia Empire spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10015" x="25" y="13" name="" playerOrder="5" health="16" vicinity="1"/>
    <action type="nameUnit" name="Scandinavia King" heroName="Scandinavia King" x="25" y="13"/>
  </trigger>
  <trigger name="RedkingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="French King"/>
    <action type="triggerLoss" playerOrder="1"/>
  </trigger>
  <trigger name="BkingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="British King"/>
    <action type="triggerLoss" playerOrder="2"/>
  </trigger>
  <trigger name="YkingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Ottoman King"/>
    <action type="triggerLoss" playerOrder="3"/>
  </trigger>
  <trigger name="WkingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Roman King"/>
    <action type="triggerLoss" playerOrder="4"/>
  </trigger>
  <trigger name="GreenkingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Scandinavia King"/>
    <action type="triggerLoss" playerOrder="5"/>
  </trigger>
  <trigger name="INFOS" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="setGoal" name="Renforts1" text="Your Hero must survive" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Renforts" text="Survive 22 turns, until you find an antidote" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Renforts2" text="Your Hero must survive" playerOrder="2" status="0" primary="1"/>
    <action type="setGoal" name="Renforts22" text="Survive 22 turns, until you find an antidote" playerOrder="2" status="0" primary="1"/>
    <action type="setGoal" name="Renforts3" text="Your Hero must survive" playerOrder="3" status="0" primary="1"/>
    <action type="setGoal" name="Renforts23" text="Survive 22 turns, until you find an antidote" playerOrder="3" status="0" primary="1"/>
    <action type="setGoal" name="Renforts4" text="Your Hero must survive" playerOrder="4" status="0" primary="1"/>
    <action type="setGoal" name="Renforts24" text="Survive 22 turns, until you find an antidote" playerOrder="4" status="0" primary="1"/>
    <action type="setGoal" name="Renforts5" text="Your Hero must survive" playerOrder="5" status="0" primary="1"/>
    <action type="setGoal" name="Renforts25" text="Survive 22 turns, until you find an antidote" playerOrder="5" status="0" primary="1"/>
    <action type="setGoal" name="KingMustBeKilled" text="You have 22 turns to kill all the heros" playerOrder="6" status="0" primary="1"/>
  </trigger>
  <trigger name="Start Nemesis spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10004" x="41" y="11" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="42" y="17" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="48" y="40" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="16" y="41" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="7" y="40" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="24" y="22" name="" playerOrder="6" health="66" vicinity="1"/>
  </trigger>
  <trigger name="Middle spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="22" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="21" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="24" y="21" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="25" y="22" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="23" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="24" y="23" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Maroco spawn start" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="36" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="6" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="6" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="8" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="16" y="39" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="48" y="40" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="46" y="41" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="45" y="17" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="42" y="11" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="40" y="6" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="49" y="18" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="20" y="41" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="6" y="3" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Maroco spawn 2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="3"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="36" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="6" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="6" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="8" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="16" y="39" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="48" y="40" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="46" y="41" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="45" y="17" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="42" y="11" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="40" y="6" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="49" y="18" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="18" y="39" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="19" y="40" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="17" y="39" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="20" y="41" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="6" y="3" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="7" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10112" x="11" y="3" name="" playerOrder="6" health="33" vicinity="1"/>
  </trigger>
  <trigger name="Maroco spawn 3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="6"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="36" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="7" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="6" y="37" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="17" y="39" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="46" y="40" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="48" y="38" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="20" y="41" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="6" y="3" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="3" y="5" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Middle spawn late game" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="10"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="22" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="21" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="24" y="21" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="25" y="22" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="23" y="23" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="24" y="23" name="" playerOrder="6" health="13" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="24" y="22" name="" playerOrder="6" health="66" vicinity="1"/>
  </trigger>
  <trigger name="Old Things" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="0"/>
    <action type="createUnit" metaUnitId="10112" x="3" y="3" name="" playerOrder="6" health="33" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Old Things2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="4"/>
    <action type="createUnit" metaUnitId="10112" x="3" y="3" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="1" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="1" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="10" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="10" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Old Things3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="8"/>
    <action type="createUnit" metaUnitId="10112" x="3" y="3" name="" playerOrder="6" health="99" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="10" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="10" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Old Things4" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="12"/>
    <action type="createUnit" metaUnitId="10112" x="3" y="3" name="" playerOrder="6" health="99" vicinity="1"/>
    <action type="createUnit" metaUnitId="10112" x="0" y="0" name="" playerOrder="6" health="99" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="1" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="1" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="10" y="0" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="10" name="" playerOrder="6" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Old Things maroco" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="12"/>
    <action type="createUnit" metaUnitId="10112" x="20" y="42" name="" playerOrder="6" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="41" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="24" y="20" name="" playerOrder="6" health="66" vicinity="1"/>
  </trigger>
  <trigger name="Old Things maroco" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="6"/>
    <action type="createUnit" metaUnitId="10112" x="20" y="42" name="" playerOrder="6" health="33" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="41" name="" playerOrder="6" health="14" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="24" y="20" name="" playerOrder="6" health="66" vicinity="1"/>
  </trigger>
  <trigger name="Cargop0" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="2"/>
    <action type="createUnit" metaUnitId="17" x="2" y="2" name="" playerOrder="6" health="10" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargop" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="17" x="2" y="2" name="" playerOrder="6" health="10" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargop2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="9"/>
    <action type="createUnit" metaUnitId="17" x="2" y="2" name="" playerOrder="6" health="10" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Cargop3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="11"/>
    <action type="createUnit" metaUnitId="17" x="2" y="2" name="" playerOrder="6" health="10" vicinity="1">
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
      <cargoUnit metaUnitId="10011" health="13" name=""/>
    </action>
  </trigger>
  <trigger name="Tip for breche, nope" noOfTimesAllowedToInvoke="6">
    <condition type="roundsPassed" rounds="8"/>
    <action type="showDialogue" playerOrder="0">
      <row icon="char6" name="Event">To remember at round 10 :

A horde of 7 zombies will spawn on the middle infection (x24 y22).                                                            Prepare you humans !</row>
    </action>
  </trigger>
</script>