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Island Zombie Invasion

Script for map Island Zombie Invasion

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Customized game - 4v2 - Zombie Invasion A strange disease have hitten the Island Kingdom, monsters and zombies have replaced the humans ! And want to eat the last survivors ! Somes humans survived, and have grouped in fort places. Scientists of the middle city are looking for an antidote, but zombies are close... The last 4 Lords of the Isle have made an alliance to try to rescue the middle city from this chaos. To protect the scientists until they find an antidote. Human objective : Survive until you find an antidote AND don't let any zombie enter in the middle city, or this is your end ! Zombie objective : Burn and eat all these humans ! muahahahah ! If you invade the middle city, you win. (At round 2, zombies will have baloons. They spawn on the map, and they can capture 1 building ! Use them to infect villages of the island)
<script>
  <setup>
    <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="5" resourceId="10000" value="7"/>
    </action>
    <action type="copyMetaResource" basedOn="10000" id="10001" name="Human"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="resource.iconClipName" value="MedievalMetal"/>
      <update property="building.resourceProduction" elementId="21" resourceId="10001" value="25"/>
    </action>
    <action type="customizeRuleset" elementId="0">
      <update property="building.buildsUnits" elementId="5" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="3" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="5" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="6" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="3" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="12" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="45" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="72" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="73" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="5" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="13" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="12" value="0"/>
      <update property="building.resourceProduction" elementId="1" resourceId="1" value="75"/>
      <update property="building.resourceProduction" elementId="8" resourceId="1" value="50"/>
      <update property="building.resourceProduction" elementId="4" resourceId="1" value="25"/>
      <update property="building.resourceProduction" elementId="6" resourceId="1" value="25"/>
      <update property="building.resourceProduction" elementId="7" resourceId="1" value="25"/>
      <update property="building.resourceProduction" elementId="3" resourceId="1" value="125"/>
      <update property="building.resourceProduction" elementId="21" resourceId="1" value="525"/>
      <update property="building.resourceProduction" elementId="2" resourceId="1" value="0"/>
      <update property="building.resourceProduction" elementId="5" resourceId="1" value="250"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="12000" name="Axeman"/>
    <action type="customizeRuleset" elementId="12000">
      <update property="unit.clipName" value="MedievalAxeman"/>
      <update property="building.buildsUnits" elementId="5" unitId="12000" value="0"/>
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="1"/>
      <update property="unit.price" resourceId="1" value="175"/>
      <update property="unit.capturingChangesUnitTo" unitId="20" value="1"/>
      <update property="unit.capturingConsumesUnit" value="0"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
    </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.price" resourceId="10001" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
      <update property="unit.terrainDefenseBonuses" terrainId="4" value="4"/>
      <update property="unit.primaryMovementPoints" 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.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
      <update property="unit.price" resourceId="1" value="300"/>
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="2">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.defense" value="4"/>
      <update property="unit.weapon.minDamage" value="2"/>
      <update property="unit.weapon.maxDamage" value="2"/>
    </action>
    <action type="customizeRuleset" elementId="5">
      <update property="unit.price" resourceId="10001" value="1"/>
      <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.price" resourceId="10001" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="6"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="8"/>
    </action>
    <action type="customizeRuleset" elementId="9">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="10">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="11">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.price" resourceId="1" value="625"/>
    </action>
    <action type="customizeRuleset" elementId="12">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="6">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="8">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="13">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.price" resourceId="1" value="250"/>
    </action>
    <action type="customizeRuleset" elementId="14">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.primaryMovementPoints" value="3"/>
    </action>
    <action type="customizeRuleset" elementId="15">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="16">
      <update property="unit.price" resourceId="10001" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="17">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="17" value="4"/>
    </action>
    <action type="customizeRuleset" elementId="18">
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.price" resourceId="1" value="500"/>
    </action>
    <action type="copyMetaUnit" basedOn="9" id="10008" name="Ranger"/>
    <action type="customizeRuleset" elementId="10008">
      <update property="unit.clipName" value="MedievalArcher2"/>
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.price" resourceId="1" value="800"/>
      <update property="unit.price" resourceId="10001" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.defense" value="5"/>
      <update property="unit.weapon.usage" value="default"/>
      <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.targetDefensePenalty" value="5"/>
      <update property="building.buildsUnits" elementId="1" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10008" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="2" id="20001" name="WALL (Can't Move)"/>
    <action type="customizeRuleset" elementId="20001">
      <update property="unit.clipName" value="MedievalHalberdier"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.primaryMovementPoints" value="0"/>
      <update property="unit.price" resourceId="1" value="200"/>
      <update property="unit.price" resourceId="10001" value="5"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.weapon.terrainBonuses" terrainId="6" value="0"/>
      <update property="unit.weapon.terrainBonuses" terrainId="7" value="0"/>
      <update property="unit.weapon.attackingBonus" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="20001" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="13" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="0"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="-8"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="0"/>
      <update property="unit.weapon.minDamage" value="0"/>
      <update property="unit.weapon.maxDamage" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="20001" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="20001" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="20001" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10037" name="Scout"/>
    <action type="customizeRuleset" elementId="10037">
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.price" resourceId="1" value="400"/>
      <update property="unit.price" resourceId="10001" value="1"/>
      <update property="unit.visionPoints" value="5"/>
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.primaryMovementPoints" value="6"/>
      <update property="unit.secondaryMovementPoints" value="4"/>
      <update property="unit.weapon.minDamage" value="8"/>
      <update property="unit.weapon.maxDamage" value="8"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.defense" value="11"/>
      <update property="unit.weapon.targetDefensePenalty" value="13"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="0"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
      <update property="building.buildsUnits" elementId="1" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10037" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10037" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="4">
      <update property="unit.clipName" value="MedievalOgre"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.health" value="13"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.weapon.minDamage" value="4"/>
      <update property="unit.weapon.maxDamage" value="4"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="5" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="6" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="13" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="14" value="2"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="-5"/>
      <update property="unit.weapon.targetDefensePenalty" value="9"/>
      <update property="unit.price" resourceId="1" value="100"/>
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="4" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="4" 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.price" resourceId="10001" value="0"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.defense" value="6"/>
      <update property="unit.health" value="15"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.minDamage" value="4"/>
      <update property="unit.weapon.maxDamage" value="4"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="5" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="6" 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="13"/>
      <update property="unit.price" resourceId="1" value="50"/>
      <update property="unit.price" resourceId="10000" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="5" 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="8" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
      <update property="unit.capturingChangesUnitTo" unitId="10011" value="20"/>
      <update property="unit.capturingConsumesUnit" value="1"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="1"/>
    </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.price" resourceId="10001" value="0"/>
      <update property="unit.health" value="15"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.fastUnload" value="0"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.weapon.unitBonuses" unitId="17" value="-1"/>
      <update property="unit.weapon.unitBonuses" unitId="19" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="16" value="0"/>
      <update property="unit.weapon.unitBonuses" unitId="18" value="2"/>
      <update property="unit.weapon.unitBonuses" unitId="2" value="-5"/>
      <update property="unit.weapon.armorBonuses" armorId="5" value="5"/>
      <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="4"/>
      <update property="unit.weapon.targetDefensePenalty" value="15"/>
    </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="9"/>
      <update property="unit.health" value="18"/>
      <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="600"/>
      <update property="unit.price" resourceId="10000" value="4"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <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="8" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10001" value="0"/>
      <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="unit.weapon.targetDefensePenalty" value="20"/>
    </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="4"/>
      <update property="unit.weapon.maxDamage" value="4"/>
      <update property="unit.price" resourceId="1" value="800"/>
      <update property="unit.price" resourceId="10000" value="0"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <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="6" id="10004" name="Nemesis"/>
    <action type="customizeRuleset" elementId="10004">
      <update property="unit.clipName" value="MedievalDwarfMaster"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.price" resourceId="10000" value="0"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.weapon.minDamage" value="2"/>
      <update property="unit.weapon.maxDamage" value="2"/>
      <update property="unit.defense" value="6"/>
      <update property="unit.health" value="66"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.weapon.attackingBonus" value="10"/>
      <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="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="1"/>
      <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"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10077" name="Death Knight"/>
    <action type="customizeRuleset" elementId="10077">
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
      <update property="unit.defense" value="9"/>
      <update property="unit.health" value="13"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.price" resourceId="1" value="400"/>
      <update property="unit.price" resourceId="10000" value="2"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <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="8" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="9" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10077" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10077" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10077" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10002" name="The King"/>
    <action type="customizeRuleset" elementId="10002">
      <update property="unit.clipName" value="MedievalKing"/>
      <update property="unit.blocks" unitId="10002" value="0"/>
      <update property="unit.defense" value="12"/>
      <update property="unit.health" value="15"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="5"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="7"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="1"/>
      <update property="unit.capturingChangesUnitTo" unitId="" value="10002"/>
      <update property="unit.capturingConsumesUnit" value="0"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10002" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="3"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="3"/>
      <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"/>
    </action>
    <action type="copyMetaUnit" basedOn="9" id="10036" name="Undead Archer"/>
    <action type="customizeRuleset" elementId="10036">
      <update property="unit.clipName" value="MedievalLongBowMan2"/>
      <update property="unit.price" resourceId="1" value="250"/>
      <update property="unit.price" resourceId="10001" value="0"/>
      <update property="unit.price" resourceId="10000" value="2"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.health" value="11"/>
      <update property="unit.weapon.defendingBonus" value="-3"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.minRange" value="2"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="5"/>
      <update property="unit.defense" value="1"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10036" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="10036" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10036" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="73" id="20011" name="Infection"/>
    <action type="customizeRuleset" elementId="20011">
      <update property="unit.primaryMovementPoints" value="6"/>
      <update property="unit.secondaryMovementPoints" value="6"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.defense" value="0"/>
      <update property="unit.capturingChangesUnitTo" unitId="" value="10004"/>
      <update property="unit.capturingConsumesUnit" value="0"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10031" name="Hussard"/>
    <action type="customizeRuleset" elementId="10031">
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      <update property="unit.price" resourceId="1" value="0"/>
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      <update property="unit.visionPoints" value="5"/>
      <update property="unit.health" value="12"/>
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      <update property="unit.primaryMovementPoints" value="6"/>
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      <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"/>
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      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="5"/>
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      <update property="unit.repairsOnBuildings" buildingId="9" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="3"/>
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      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
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      <update property="building.buildsUnits" elementId="4" unitId="10031" value="0"/>
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      <update property="building.buildsUnits" elementId="21" unitId="10031" value="1"/>
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    <action type="copyMetaUnit" basedOn="9" id="10032" name="BowMan"/>
    <action type="customizeRuleset" elementId="10032">
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      <update property="unit.price" resourceId="10001" value="200"/>
      <update property="unit.weapon.usage" value="default"/>
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      <update property="unit.repairs" value="3"/>
      <update property="unit.visionPoints" value="5"/>
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      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.weapon.minDamage" value="6"/>
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      <update property="unit.weapon.attackingBonus" value="3"/>
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      <update property="unit.weapon.terrainBonuses" terrainId="2" value="-1"/>
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    <action type="copyMetaUnit" basedOn="6" id="10033" name="ShieldMan"/>
    <action type="customizeRuleset" elementId="10033">
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      <update property="unit.price" resourceId="1" value="0"/>
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      <update property="unit.visionPoints" value="5"/>
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      <update property="unit.weapon.minDamage" value="10"/>
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      <update property="unit.weapon.attackingBonus" value="2"/>
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    <action type="copyMetaUnit" basedOn="3" id="10034" name="Warrior"/>
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      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="-5"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.minDamage" value="11"/>
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      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.health" value="13"/>
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    <action type="customizeRuleset" elementId="19">
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      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.weapon.unitBonuses" unitId="10012" value="-2"/>
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    <action type="customizeRuleset" elementId="3">
      <update property="unit.price" resourceId="10001" value="1"/>
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    <action type="customizeRuleset" elementId="5">
      <update property="unit.weapon.unitBonuses" unitId="4" value="0"/>
    </action>
  </setup>
  <trigger name="1st spawn" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
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    <action type="createUnit" metaUnitId="10012" x="65" y="37" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="47" y="57" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="57" y="36" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="54" y="24" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="40" y="7" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="41" y="19" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="56" y="42" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="43" y="55" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="9" y="33" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="15" y="19" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="10" y="28" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="8" y="55" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="12" y="61" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="15" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="35" y="9" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="16" y="28" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="18" y="40" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="19" y="44" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="57" y="19" name="" playerOrder="6" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="35" y="7" name="" playerOrder="5" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="13" y="43" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="30" y="11" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="27" y="14" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="49" y="13" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="50" y="11" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10037" x="58" y="47" name="" playerOrder="4" health="11" vicinity="1"/>
  </trigger>
  <trigger name="King spawn" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="createUnit" metaUnitId="10002" x="6" y="43" name="" playerOrder="1" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10002" x="27" y="11" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10002" x="49" y="12" name="" playerOrder="3" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10002" x="58" y="51" name="" playerOrder="4" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="33" y="36" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="36" y="36" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="37" y="38" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="36" y="38" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="36" y="40" name="" playerOrder="3" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="33" y="40" name="" playerOrder="3" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="32" y="38" name="" playerOrder="4" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="12000" x="33" y="38" name="" playerOrder="4" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="6" y="44" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="10" y="41" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="28" y="11" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="27" y="12" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="49" y="8" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="53" y="14" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="60" y="48" name="" playerOrder="4" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="56" y="55" name="" playerOrder="4" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="34" y="37" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="35" y="38" name="" playerOrder="2" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="34" y="39" name="" playerOrder="3" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10008" x="34" y="38" name="" playerOrder="4" health="11" vicinity="1"/>
  </trigger>
  <trigger name="startGame" 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="2"/>
    <action type="setTeam" playerOrder="6" team="2"/>
  </trigger>
  <trigger name="startNewGame" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="addResource" playerOrder="1" metaResourceId="10001" amount="250"/>
    <action type="addResource" playerOrder="2" metaResourceId="10001" amount="250"/>
    <action type="addResource" playerOrder="3" metaResourceId="10001" amount="270"/>
    <action type="addResource" playerOrder="4" metaResourceId="10001" amount="250"/>
    <action type="addResource" playerOrder="1" metaResourceId="1" amount="2000"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="2000"/>
    <action type="addResource" playerOrder="3" metaResourceId="1" amount="2000"/>
    <action type="addResource" playerOrder="4" metaResourceId="1" amount="2000"/>
  </trigger>
  <trigger name="startNewGame2" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="addResource" playerOrder="1" metaResourceId="10001" amount="100"/>
    <action type="addResource" playerOrder="2" metaResourceId="10001" amount="100"/>
    <action type="addResource" playerOrder="3" metaResourceId="10001" amount="100"/>
    <action type="addResource" playerOrder="4" metaResourceId="10001" amount="100"/>
  </trigger>
  <trigger name="startNewGame3" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <condition type="roundsPassed" rounds="10"/>
    <action type="addResource" playerOrder="1" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="2" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="3" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="4" metaResourceId="10001" amount="150"/>
  </trigger>
  <trigger name="startNewGame4" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <condition type="roundsPassed" rounds="15"/>
    <action type="addResource" playerOrder="1" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="2" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="3" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="4" metaResourceId="10001" amount="150"/>
  </trigger>
  <trigger name="startNewGame5" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <condition type="roundsPassed" rounds="20"/>
    <action type="addResource" playerOrder="1" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="2" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="3" metaResourceId="10001" amount="150"/>
    <action type="addResource" playerOrder="4" metaResourceId="10001" amount="150"/>
  </trigger>
  <trigger name="Infection Spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="5"/>
    <condition type="turnStarted"/>
    <action type="createUnit" metaUnitId="20011" x="52" y="22" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="37" y="17" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="39" y="17" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="45" y="22" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="55" y="38" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="45" y="54" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="48" y="46" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="58" y="28" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="47" y="58" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="36" y="65" name="" playerOrder="6" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="17" y="30" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="31" y="17" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="33" y="17" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="24" y="22" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="14" y="38" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="22" y="55" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="17" y="24" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="20" y="47" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="16" y="56" name="" playerOrder="5" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="20011" x="34" y="65" name="" playerOrder="5" health="10" vicinity="1"/>
  </trigger>
  <trigger name="Devil spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="1"/>
    <action type="createUnit" metaUnitId="10009" x="36" y="6" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="12" y="24" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="17" y="61" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="44" y="61" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="64" y="25" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="42" y="6" name="" playerOrder="6" health="20" vicinity="1"/>
  </trigger>
  <trigger name="Devil spawn" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="6"/>
    <action type="createUnit" metaUnitId="10009" x="36" y="6" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="12" y="24" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="17" y="61" name="" playerOrder="5" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="44" y="61" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="64" y="25" name="" playerOrder="6" health="20" vicinity="1"/>
    <action type="createUnit" metaUnitId="10009" x="42" y="6" name="" playerOrder="6" health="20" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="36" y="23"/>
    </condition>
    <condition type="isPlayerTurn" playerOrder="6"/>
    <action type="createUnit" metaUnitId="4" x="36" y="23" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured2" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="1" metaUnitIds="10011">
      <location x="44" y="25"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="44" y="25" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured3" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="48" y="34"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="48" y="34" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured4" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="40" y="32"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="40" y="32" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured5" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="44" y="43"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="44" y="43" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured6" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="40" y="47"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="40" y="47" name="" playerOrder="6" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured7" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="31" y="52"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="31" y="52" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured8" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="24" y="47"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="24" y="47" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured9" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="24" y="39"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="24" y="39" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured10" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="22" y="31"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="22" y="31" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured11" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="29" y="28"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="29" y="28" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Castle captured12" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="32" y="47"/>
    </condition>
    <action type="createUnit" metaUnitId="4" x="32" y="47" name="" playerOrder="5" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Nemesis start" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="0"/>
    <action type="createUnit" metaUnitId="10004" x="46" y="53" name="" playerOrder="6" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="22" y="53" name="" playerOrder="5" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="16" y="34" name="" playerOrder="5" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="23" y="20" name="" playerOrder="5" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="50" y="24" name="" playerOrder="6" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="53" y="38" name="" playerOrder="6" health="50" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="36" y="8" name="" playerOrder="5" health="66" vicinity="1"/>
    <action type="createUnit" metaUnitId="10004" x="38" y="7" name="" playerOrder="6" health="66" vicinity="1"/>
  </trigger>
  <trigger name="City Captured" noOfTimesAllowedToInvoke="1">
    <condition type="unitOnArea" playerOrder="0" metaUnitIds="10011">
      <location x="33" y="37"/>
      <location x="34" y="37"/>
      <location x="35" y="37"/>
      <location x="33" y="38"/>
      <location x="34" y="38"/>
      <location x="35" y="38"/>
      <location x="36" y="38"/>
      <location x="33" y="39"/>
      <location x="34" y="39"/>
      <location x="35" y="39"/>
    </condition>
    <action type="triggerLoss" playerOrder="1"/>
    <action type="triggerLoss" playerOrder="2"/>
    <action type="triggerLoss" playerOrder="3"/>
    <action type="triggerLoss" playerOrder="4"/>
  </trigger>
  <trigger name="End of the Game" noOfTimesAllowedToInvoke="1">
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="26"/>
    <action type="triggerLoss" playerOrder="5"/>
    <action type="triggerLoss" playerOrder="6"/>
  </trigger>
  <trigger name="INFOS" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="setGoal" name="Renforts1" text="Defend the middle CITY at any cost !" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Renforts" text="Survive 26 rounds, until you find an antidote" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Renforts2" text="Defend the middle CITY at any cost !" playerOrder="2" status="0" primary="1"/>
    <action type="setGoal" name="Renforts22" text="Survive 26 rounds, until you find an antidote" playerOrder="2" status="0" primary="1"/>
    <action type="setGoal" name="Renforts3" text="Defend the middle CITY at any cost !" playerOrder="3" status="0" primary="1"/>
    <action type="setGoal" name="Renforts23" text="Survive 26 rounds, until you find an antidote" playerOrder="3" status="0" primary="1"/>
    <action type="setGoal" name="Renforts4" text="Defend the middle CITY at any cost !" playerOrder="4" status="0" primary="1"/>
    <action type="setGoal" name="Renforts24" text="Survive 26 rounds, until you find an antidote" playerOrder="4" status="0" primary="1"/>
    <action type="setGoal" name="Invade5" text="Invade the middle CITY to win" playerOrder="5" status="0" primary="1"/>
    <action type="setGoal" name="Renforts25" text="You have 26 rounds until they find an antidote" playerOrder="5" status="0" primary="1"/>
    <action type="setGoal" name="Invade6" text="Invade the middle CITY to win" playerOrder="6" status="0" primary="1"/>
    <action type="setGoal" name="Renforts26" text="You have 26 rounds until they find an antidote" playerOrder="6" status="0" primary="1"/>
  </trigger>
  <trigger name="Invasion1" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="5"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="0" y="0" name="" playerOrder="5" health="15" vicinity="1">
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
    </action>
  </trigger>
  <trigger name="Invasion2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="5"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="70" y="0" name="" playerOrder="6" health="15" vicinity="1">
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
    </action>
  </trigger>
  <trigger name="Invasion3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="5"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="69" y="69" name="" playerOrder="6" health="15" vicinity="1">
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
    </action>
  </trigger>
  <trigger name="Invasion4" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="5"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10012" x="1" y="66" name="" playerOrder="5" health="15" vicinity="1">
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
      <cargoUnit metaUnitId="10011" health="15" name=""/>
    </action>
  </trigger>
</script>