xxxxx_snds.xml:定义单位语音

在SoundXML.bar中,凡是带有_snds的xml文件都是用来定义单个单位语音的。
我拿Settler_sbds作为例子(部分语句省略):
	<protounit name="Settler">	Settler为村民的protoname
		<soundtype name="Select">		Select为选取单位的语音
			<variationlogic>			当动画xml定义了两个模型以上(如村民一男一女),用这个语句进行区分
				<choice name="0">			男村民,实际为单位xml定义的第一个模型
					<civlogic>			区分各文明语音
						<choice name="Nature"/>		大自然
						<choice name="French">		法国
							<soundset name="FrenchSettlerMaleSelect"/>	FrenchSettlerMaleSelect为Soundsetsy.xml定义的调用名。
						</choice>
						<choice name="British">		英国
							<soundset name="BritishSettlerMaleSelect"/>	只要是soundset name=""都是Soundsetsy.xml定义的调用名,下面不再重复解释。
						</choice>
						<choice name="Russians">		俄罗斯
							<soundset name="RussianSettlerMaleSelect"/>
						</choice>
					</civlogic>
				</choice>
				<choice name="1">			女村民,实际为单位xml定义的第二个模型
					<civlogic>			区分各文明语音
						<choice name="Nature"/>		大自然
						<choice name="French">		法国
							<soundset name="FrenchSettlerMaleSelect"/>Soundsetsy.xml定义的调用名
						</choice>
						<choice name="British">		英国
							<soundset name="BritishSettlerMaleSelect"/>
						</choice>
						<choice name="Russians">		俄罗斯
							<soundset name="RussianSettlerMaleSelect"/>
						</choice>
					</civlogic>
				</choice>
			</variationlogic>
		</soundtype>

		<soundtype name="Grunt">	受到伤害,惨叫语音
			<variationlogic>			当动画xml定义了两个模型以上(如村民一男一女),用这个语句进行区分
				<choice name="0">男村民惨叫,实际为单位xml定义的第一个模型
					<soundset name="GenericMaleGrunt"/>Soundsetsy.xml定义的调用名

				</choice>
				<choice name="1">女村民惨叫,实际为单位xml定义的第二个模型
					<soundset name="GenericFemaleGrunt"/>Soundsetsy.xml定义的调用名
				</choice>
			</variationlogic>
		</soundtype>

		<soundtype name="Acknowledge">右键指挥单位的语音
			<variationlogic>
				<choice name="0">
					<civlogic>
						<choice name="Nature">
							<targetlogic>
								<choice name="default"/>
								<choice name="enemy"/>
							</targetlogic>
						</choice>
						<choice name="French">
							<targetlogic>根据点击目标不同触发不同语音
								<choice name="default">默认,例如点击空地以及以牲畜为指派目标时
									<soundset name="FrenchSettlerMaleAcknowledge"/>
								</choice>
								<choice name="enemy">敌人
									<soundset name="FrenchSettlerMaleAttack"/>
								</choice>
								<choice name="build">建造
									<soundset name="FrenchSettlerMaleBuild"/>
								</choice>
								<choice name="Huntable">打猎,Huntable是单位标签,指猎物
									<soundset name="FrenchSettlerMaleGatherMeat"/>
								</choice>
								<choice name="Tree">砍树,Tree为树木的标签
									<soundset name="FrenchSettlerMaleGatherWood"/>
								</choice>
								<choice name="AbstractFarm">采集磨坊、稻田农田等,村庄也有AbstractFarm这个标签的,所以你应该懂我想说什么吧?
									<soundset name="FrenchSettlerMaleFarm"/>
								</choice>
								<choice name="AbstractMine">采集矿物,AbstractMine是矿场标签,种植园也有这个标签。
									<soundset name="FrenchSettlerMaleGatherCoin"/>
								</choice>
								<choice name="AbstractResourceCrate">采集箱子
									<soundset name="FrenchSettlerMaleAcknowledge"/>
								</choice>
								<choice name="AbstractFruit">采集浆果
									<soundset name="FrenchSettlerMaleGatherFruit"/>
								</choice>
							</targetlogic>
						</choice>
					</civlogic>>
				</choice>
			</variationlogic>
		</soundtype>
	</protounit>

美观性太差,最不好写的页面之一....................


看到眼都要花了,随便乱写一些东西上去(这里应该是重写3.0版本的时候遗留的彩蛋)。
整理一下语句:<--请点击这个按钮,生成Monaco编辑器版本,因为下面的颜色高亮我不知道要怎样搞才能看上去美观。
	<protounit name="XXXXX">
		<soundtype name="XX">
			<variationlogic>
				<choice name="X">
					<civlogic>
						<choice name="XXXX">
							<targetlogic>
								<choice name="XXXX">
									<soundset name="XXXX"/>
								</choice>
							</targetlogic>
						</choice>
						<choice name="XXXX">
							<targetlogic>
								<choice name="XXXX">
									<soundset name="XXXX"/>
								</choice>
							</targetlogic>
						</choice>
					</civlogic>
				</choice>
				<choice name="X">
					<civlogic>
						<choice name="XXXX">
							<targetlogic>
								<choice name="XXXX">
									<soundset name="XXXX"/>
								</choice>
							</targetlogic>
						</choice>
						<choice name="XXXX">
							<targetlogic>
								<choice name="XXXX">
									<soundset name="XXXX"/>
								</choice>
							</targetlogic>
						</choice>
					</civlogic>
				</choice>
			</variationlogic>
		</soundtype>
	</protounit>


这个文件要注意语句的对应,不然很容易出现语法错误,最好使用一个有语法高亮能折叠标签的软件,例如notepad++,或者Visual Studio Code(Microsoft vs code)vs code类似于上面的Monaco编辑器按钮生成的编辑器,但是复制粘贴内容时,改写替换式的自动填充是非常让人恼火的。

第一个定义是protounit(单位调用名);
第二个定义是soundtype;其他定义都必须在soundtype以内定义,顺序可以随便;倒数第二个定义是targetlogic;最后一个定义是soundset;
targetlogic、variationlogic、civlogic用的都是choice name="XXXX"值。


一般情况下没有必要将所有定义都写上,一般单位只用上protounit(单位调用名)、soundtype(类型)、civlogic(国家)这三个定义,然后再加上<soundset name="soundsetsy.xml定义的调用名"/>
像类型是死亡(soundtype name="Death"),就没有必要加上targetlogic这个定义,因为加了也没用,targetlogic只用于右键指挥单位(soundtype name="Acknowledge"

补充一点:<soundset name="XXXX"/>也可以改成<soundset name="XXXX"></soundset>格式。这个是xml文件的简写语法:<soundset name="XXXX"/>等同于<soundset name="XXXX"></soundset>。

protounit name=""
第一个定义,定义单位调用名的语音
<protounit name="XXXXX">
单位调用名
 
soundtype name=""
区分类型
<soundtype name="Select">
选取单位的语音
<soundtype name="Grunt">
受到伤害后惨叫
<soundtype name="Death">
死亡的语音
<soundtype name="Creation">
生产单位的语音
<soundtype name="Acknowledge">
按右键指挥的语音
<soundtype name="Exists">
不断重复一个语音,例如汤尼卡车的发动机(噪音)
<soundtype name="KnockOut">
被打倒后的语音(探险家倒下那种)
<soundtype name="KnockOutRevived">
倒下的探险家复活语音
<soundtype name="Ransomed">
赎回(探险家)的语音
<soundtype name="Claim">
作用不明
 
<variationlogic>
区分不同模型的语音
	<choice name="0">
单位xml定义两个模型以上,按照顺序第一个模型
	<choice name="1">
单位xml定义两个模型以上,按照顺序第二个模型
	<choice name="X">
单位xml定义两个模型以上,按照顺序第X+1个模型
 
<civlogic>
区分不同国家的语音
	<choice name="Nature">
大自然
	<choice name="French">
法国
	<choice name="British">
英国
	<choice name="Russians">
俄罗斯
	<choice name="Ottomans">
土耳其(奥斯曼)
	<choice name="Dutch">
荷兰
	<choice name="Spanish">
西班牙
	<choice name="Portuguese">
葡萄牙
	<choice name="Germans">
德国
	<choice name="SPCAct1">
圣约翰骑士团
	<choice name="SPCAct2">
布莱克的佣兵
	<choice name="SPCAct3">
猎鹰公司
	<choice name="XPIroquois">
易落魁
	<choice name="XPSioux">
苏族
	<choice name="XPAztec">
阿兹特克
	<choice name="XPSPC">
酋长战役
	<choice name="Chinese">
中国
	<choice name="Indians">
印度
	<choice name="Japanese">
日本
	<choice name="SPCJapanese">
日本战役
	<choice name="SPCChinese">
中国战役
	<choice name="SPCIndians">
印度战役
	<choice name="XXXXX">
Civs.xml定义的国家调用名
 
<targetlogic>
指挥单位时区分点中不同的类别的语音
	<choice name="default">
默认,非下列设定都是采用这个
	<choice name="enemy">
敌人
	<choice name="build">
建造建筑
	<choice name="Huntable">
猎物
	<choice name="Tree">
树木
	<choice name="AbstractFarm">
磨坊、稻田、农田等建筑物
	<choice name="AbstractMine">
矿场
	<choice name="AbstractResourceCrate">
木箱
	<choice name="AbstractFruit">
浆果丛
用其他单位标签或调用名不能生效。 用其他单位标签或调用名不能生效。
 
<soundset name="XXXX"/>
Soundsetsy.xml定义的调用名



这是一些xxxxx_snds.xml的示例。谁告诉你一个文件不能放多个单位的语音的?当然,也没有人说过一个文件可以设定多个单位的语音。实际上这只是我的偶然的突发奇想而已,然后真的可以一个文件创建多个单位语音。
DefineSound_snds.xml - 记事本
		<protounit name="DefineSound"/>
		<protounit name="NatsuMegumi">
			<soundtype name="Select">
				<soundset name="NatsuMegumiSelect"/>
			</soundtype>
			<soundtype name="Grunt">
				<soundset name="NatsuMegumiGrunt"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="NatsuMegumiDeath"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="NatsuMegumiRevived"/>
			</soundtype>
			<soundtype name="Acknowledge">
				<targetlogic>
					<choice name="default">
						<soundset name="NatsuMegumiAcknowledge"/>
					</choice>
					<choice name="Gaia">
						<soundset name="NatsuMegumiAcknowledge"/>
					</choice>
					<choice name="Tree">
						<soundset name="NatsuMegumiAcknowledge"/>
					</choice>
					<choice name="enemy">
						<soundset name="NatsuMegumiAttack"/>
					</choice>
					<choice name="Huntable">
						<soundset name="NatsuMegumiAcknowledge"/>
					</choice>
				</targetlogic>
			</soundtype>
			<soundtype name="KnockOut">
				<soundset name="NatsuMegumiDisabled"/>
			</soundtype>
			<soundtype name="KnockOutRevived">
				<soundset name="NatsuMegumiRevived2"/>
			</soundtype>
			<soundtype name="Claim">
				<soundset name="NatsuMegumiClaim"/>
			</soundtype>
		</protounit>
		<protounit name="JougaMaya">
			<soundtype name="Select">
				<soundset name="JougaMayaSelect"/>
			</soundtype>
			<soundtype name="Grunt">
				<soundset name="JougaMayaGrunt"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="JougaMayaDeath"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="JougaMayaRevived"/>
			</soundtype>
			<soundtype name="Acknowledge">
				<targetlogic>
					<choice name="default">
						<soundset name="JougaMayaAcknowledge"/>
					</choice>
					<choice name="Gaia">
						<soundset name="JougaMayaAcknowledge"/>
					</choice>
					<choice name="Tree">
						<soundset name="JougaMayaAcknowledge"/>
					</choice>
					<choice name="enemy">
						<soundset name="JougaMayaAttack"/>
					</choice>
					<choice name="Huntable">
						<soundset name="JougaMayaAcknowledge"/>
					</choice>
				</targetlogic>
			</soundtype>
			<soundtype name="KnockOut">
				<soundset name="JougaMayaDisabled"/>
			</soundtype>
			<soundtype name="KnockOutRevived">
				<soundset name="JougaMayaRevived2"/>
			</soundtype>
			<soundtype name="Claim">
				<soundset name="JougaMayaClaim"/>
			</soundtype>
		</protounit>
		<protounit name="HotoCocoa">
			<soundtype name="Select">
				<soundset name="HotoCocoaSelect"/>
			</soundtype>
			<soundtype name="Grunt">
				<soundset name="HotoCocoaGrunt"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="HotoCocoaDeath"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="HotoCocoaRevived"/>
			</soundtype>
			<soundtype name="Acknowledge">
				<targetlogic>
					<choice name="default">
						<soundset name="HotoCocoaAcknowledge"/>
					</choice>
					<choice name="Gaia">
						<soundset name="HotoCocoaAcknowledge"/>
					</choice>
					<choice name="Tree">
						<soundset name="HotoCocoaAcknowledge"/>
					</choice>
					<choice name="enemy">
						<soundset name="HotoCocoaAttack"/>
					</choice>
					<choice name="Huntable">
						<soundset name="HotoCocoaAcknowledge"/>
					</choice>
				</targetlogic>
			</soundtype>
			<soundtype name="KnockOut">
				<soundset name="HotoCocoaDisabled"/>
			</soundtype>
			<soundtype name="KnockOutRevived">
				<soundset name="HotoCocoaRevived2"/>
			</soundtype>
			<soundtype name="Claim">
				<soundset name="HotoCocoaClaim"/>
			</soundtype>
		</protounit>
		<protounit name="KafuuChino">
			<soundtype name="Select">
				<soundset name="KafuuChinoSelect"/>
			</soundtype>
			<soundtype name="Grunt">
				<soundset name="KafuuChinoGrunt"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="KafuuChinoDeath"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="KafuuChinoRevived"/>
			</soundtype>
			<soundtype name="Acknowledge">
				<targetlogic>
					<choice name="default">
						<soundset name="KafuuChinoAcknowledge"/>
					</choice>
					<choice name="Gaia">
						<soundset name="KafuuChinoAcknowledge2"/>
					</choice>
					<choice name="Tree">
						<soundset name="KafuuChinoAcknowledge2"/>
					</choice>
					<choice name="enemy">
						<soundset name="KafuuChinoAttack"/>
					</choice>
					<choice name="Huntable">
						<soundset name="KafuuChinoAcknowledge2"/>
					</choice>
				</targetlogic>
			</soundtype>
			<soundtype name="KnockOut">
				<soundset name="KafuuChinoDisabled"/>
			</soundtype>
			<soundtype name="KnockOutRevived">
				<soundset name="KafuuChinoRevived2"/>
			</soundtype>
			<soundtype name="Ransomed">
				<soundset name="KafuuChinoRevived2"/>
			</soundtype>
			<soundtype name="Claim">
				<soundset name="KafuuChinoClaim"/>
			</soundtype>
		</protounit>
	
	
	
		<protounit name="LightHouse">
			<soundtype name="Select">
				<soundset name="UI_Building_Economic"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="BuildingDestruction"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="UI_Building_Economic"/>
			</soundtype>
		</protounit>
		<protounit name="SkyPassage">
			<soundtype name="Select">
				<soundset name="UI_Building_Economic"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="BuildingDestruction"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="UI_Building_Economic"/>
			</soundtype>
		</protounit>
		<ProtoUnit name ="PlentyVault">
			<soundtype name="Creation">
				<soundset name="PlentyBirth"/>
			</soundtype>
			<SoundType name ="Select">
				<SoundSet name ="PlentyBirth"></SoundSet>
			</SoundType>
			<SoundType name ="Exists">
				<SoundSet name ="PlentyExist"></SoundSet>
			</SoundType>
		</ProtoUnit>
		<protounit name="Temple">
			<soundtype name="Select">
				<soundset name="UI_Building_Military"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="BuildingDestruction"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="UI_Building_Military"/>
			</soundtype>
		</protounit>
		<protounit name="TempleGold">
			<soundtype name="Select">
				<soundset name="UI_Building_Military"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="BuildingDestruction"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="UI_Building_Military"/>
			</soundtype>
		</protounit>
		<protounit name="Earthquake1">
			<soundtype name="Exists">
				<soundset name="EarthQuakee"/>
			</soundtype>
		</protounit>
		<protounit name="Earthquake2">
			<soundtype name="Exists">
				<soundset name="EarthQuakee"/>
			</soundtype>
		</protounit>
		<protounit name="AtlanteanFort">
			<soundtype name="Select">
				<soundset name="Wonder"/>
			</soundtype>
			<soundtype name="Death">
				<soundset name="WonderDeath"/>
			</soundtype>
			<soundtype name="Creation">
				<soundset name="Wonder"/>
			</soundtype>
		</protounit>
对于一个文件设定多个单位语音,例如上面的DefineSound_snds.xml,你需要先在protoy.xml创建一个DefineSound单位,然后就可以随意在sound/DefineSound_snds.xml设定多个单位语音了,而不是一个单位创建一个xml文件。注:protoy.xml的单位与DefineSound_snds.xml不需要按对应顺序设定,可以随意打乱顺序。
protoy.xml - 记事本
		<Unit id='1463' name='DefineSound'>
			<DBID>11</DBID>
			<ObstructionRadiusX>0.4900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
			<IdleTimeout>3.0000</IdleTimeout>
			<MaxVelocity>4.0000</MaxVelocity>
			<MaxRunVelocity>6.0000</MaxRunVelocity>
			<MovementType>air</MovementType>
			<TurnRate>18.0000</TurnRate>
			<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
			<ImpactType>Animal</ImpactType>
			<Lifespan>5.0000</Lifespan>
			<Icon>units\animals\sheep\sheep_icon_64</Icon>
			<PortraitIcon>units\animals\sheep\sheep_icon_portrait</PortraitIcon>
			<RolloverTextID>22828</RolloverTextID>
			<ShortRolloverTextID>25709</ShortRolloverTextID>
			<InitialHitpoints>2147483641.0000</InitialHitpoints>
			<MaxHitpoints>2147483641.0000</MaxHitpoints>
			<LOS>1.0000</LOS>
			<Bounty>0.0000</Bounty>
			<Cost resourcetype='Food'>100.0000</Cost>
			<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
			<InitialResource resourcetype='Food'>50.0000</InitialResource>
			<ResourceDecay>0.7500</ResourceDecay>
			<ResourceSubType>meat</ResourceSubType>
			<AllowedAge>0</AllowedAge>
			<Decay delay='0.0000' duration='0.0000'/>
			<MinimapColor red='1.0000' blue='1.0000' green='1.0000'/>
			<GathererLimit>8</GathererLimit>
			<UnitType>EmbellishmentClass</UnitType>
			<Flag>NoHPBar</Flag>
			<Flag>Immoveable</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>VisibleUnderFog</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>NoUnitAI</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>DoNotCreateUnitGroupAutomatically</Flag>
			<Flag>RMCanRotate</Flag>
			<Flag>NonCollideable</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>VariationLocked</Flag>
			<Flag>NotCommandable</Flag>
			<Flag>NotSearchable</Flag>
			<Flag>GivesLOSToAll</Flag>
			<Flag>ForceToGaia</Flag>
		</Unit>
		<Unit id='1467' name='MagicBeam'>
			<DBID>1073</DBID>
			<DisplayNameID>00810</DisplayNameID>
			<EditorNameID>00809</EditorNameID>
			<ObstructionRadiusX>0.1000</ObstructionRadiusX>
			<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
			<MaxVelocity>60.0000</MaxVelocity>
			<MovementType>air</MovementType>
			<AnimFile>Is the order a rabbit\Effects\Beam\Beam.xml</AnimFile>
			<Lifespan>3.0000</Lifespan>
			<LOS>0.0000</LOS>
			<UnitType>TestClass</UnitType>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>Projectile</UnitType>
			<Flag>NoIdleActions</Flag>
			<Flag>NonCollideable</Flag>
			<Flag>DestroyProjectile</Flag>
			<Flag>DoNotCreateUnitGroupAutomatically</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>NotSearchable</Flag>
			<Flag>Projectile</Flag>
			<Flag>NoTieToGround</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotDieAtZeroHitpoints</Flag>
			<Flag>NoHPBar</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>DontRotateObstruction</Flag>
			<Flag>AdjustPositionOnTerrainCollision</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>InvulnerableIfGaia</Flag>
			<Flag>NoUnitAI</Flag>
			<Tactics>Beam.tactics</Tactics>
		</Unit>
		<Unit id='1468' name='MagicBeam2'>
			<DBID>1073</DBID>
			<DisplayNameID>00810</DisplayNameID>
			<EditorNameID>00811</EditorNameID>
			<ObstructionRadiusX>0.1000</ObstructionRadiusX>
			<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
			<MaxVelocity>60.0000</MaxVelocity>
			<MovementType>air</MovementType>
			<AnimFile>Chino\projectiles\Beam2.xml</AnimFile>
			<Lifespan>3.0000</Lifespan>
			<LOS>0.0000</LOS>
			<UnitType>TestClass</UnitType>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>Projectile</UnitType>
			<Flag>NoIdleActions</Flag>
			<Flag>NonCollideable</Flag>
			<Flag>DestroyProjectile</Flag>
			<Flag>DoNotCreateUnitGroupAutomatically</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>NotSearchable</Flag>
			<Flag>Projectile</Flag>
			<Flag>NoTieToGround</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotDieAtZeroHitpoints</Flag>
			<Flag>NoHPBar</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>DontRotateObstruction</Flag>
			<Flag>AdjustPositionOnTerrainCollision</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>InvulnerableIfGaia</Flag>
			<Flag>NoUnitAI</Flag>
			<Tactics>Beam.tactics</Tactics>
		</Unit>
		<Unit id='1472' name='KafuuChino'>
			<DBID>42</DBID>
			<DisplayNameID>09945</DisplayNameID>
			<EditorNameID>09944</EditorNameID>
			<PopulationCount>1</PopulationCount>
			<ObstructionRadiusX>0.2900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
			<FormationCategory>Ranged</FormationCategory>
			<MaxVelocity>5.500000</MaxVelocity>
			<MaxRunVelocity>7.5000</MaxRunVelocity>
			<MovementType>air</MovementType>
	<HeightBob period ="6.0000" magnitude ="2.0000"></HeightBob>
			<TurnRate>18.0000</TurnRate>
			<AnimFile>Is the order a rabbit\KafuuChino\KafuuChino.xml</AnimFile>
			<ImpactType>Flesh</ImpactType>
			<PhysicsInfo>dude</PhysicsInfo>
			<Icon>Is the order a rabbit\KafuuChino\KafuuChino_icon</Icon>
			<PortraitIcon>Is the order a rabbit\KafuuChino\KafuuChino_portrait</PortraitIcon>
			<RolloverTextID>09942</RolloverTextID>
			<ShortRolloverTextID>09943</ShortRolloverTextID>
			<InitialHitpoints>1500.0000</InitialHitpoints>
			<MaxHitpoints>1500.0000</MaxHitpoints>
			<LOS>34.0000</LOS>
			<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
			<AutoAttackRange>32.0000</AutoAttackRange>
			<UnitAIType>RangedCombative</UnitAIType>
			<TrainPoints>90.0000</TrainPoints>
			<Bounty>1500.0000</Bounty>
			<BuildLimit>1</BuildLimit>
			<BuildBounty>1500.0000</BuildBounty>
			<Cost resourcetype='Gold'>100.0000</Cost>
			<Cost resourcetype='Fame'>100.0000</Cost>
			<AllowedAge>0</AllowedAge>
			<Armor type='Ranged' value='0.5000'/>
			<UnitType>TestClass</UnitType>
			<UnitType>LogicalTypeHealed</UnitType>
			<UnitType>LogicalTypeValidSharpshoot</UnitType>
			<UnitType>LogicalTypeNeededForVictory</UnitType>
			<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeLandMilitary</UnitType>
			<UnitType>LogicalTypeScout</UnitType>
			<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
			<UnitType>LogicalTypeGarrisonInShips</UnitType>
			<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeVillagersAttack</UnitType>
			<UnitType>LogicalTypeHandUnitsAttack</UnitType>
			<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
			<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
			<UnitType>ConvertsHerds</UnitType>
			<UnitType>AbstractRangedInfantry</UnitType>
			<UnitType>AbstractCavalryInfantry</UnitType>
			<UnitType>CountsTowardMilitaryScore</UnitType>
			<UnitType>HasBountyValue</UnitType>
			<UnitType>Ranged</UnitType>
			<UnitType>Unit</UnitType>
			<UnitType>Hero</UnitType>
			<UnitType>UnitClass</UnitType>
			<UnitType>Military</UnitType>
			<UnitType>AbstractInfantry</UnitType>
			<Rechargetime>10.0000</Rechargetime>
			<Flag>CollidesWithProjectiles</Flag>
			<Flag>ApplyHandicapTraining</Flag>
			<rechargetime>60.0000</rechargetime>
			<Flag>NotDeleteable</Flag>
			<Flag>KnockoutDeath</Flag>
			<Flag>CorpseDecays</Flag>
			<Flag>ShowGarrisonButton</Flag>
			<Flag>DontRotateObstruction</Flag>
			<Flag>AlwaysFullColorAsCursor</Flag>
			<Flag>ObscuredByUnits</Flag>
			<Flag>AreaDamageConstant</Flag>
			<Flag>ExperienceUnit</Flag>
			<Flag>OrientUnitWithGround</Flag>
			<Flag>GodPowerExclusion</Flag>
			<Flag>Tracked</Flag>
			<Command page='10' column='2'>Delete</Command>
			<Command page='10' column='1'>Stop</Command>
			<Command page='10' column='0'>Garrison</Command>
			<Command page='11' column='0'>Abilities</Command>
			<Tactics>MiracleGirl.tactics</Tactics>
			<ProtoAction>
				<Name>BuildingAttack</Name>
				<Damage>30.000000</Damage>
				<DamageType>Siege</DamageType>
				<MaxRange>12.000000</MaxRange>
				<DamageCap>1000.000000</DamageCap>
				<ROF>0.000001</ROF>
			</ProtoAction>
			<ProtoAction>
				<Name>MeleeHandAttack</Name>
				<Damage>10.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF type='HitpointRatio' target='15.0'>1.500000</ROF>
				<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
				<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
				<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
				<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			</ProtoAction>
			<ProtoAction>
				<Name>ChargeAttack</Name>
				<Damage>500.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.500000</ROF>
				<Damagearea>4.000000</Damagearea>
			</ProtoAction>
			<ProtoAction>
				<Name>MagicRangedAttack</Name>
				<Damage>100.000000</Damage>
				<DamageType>Magic</DamageType>
				<MinRange>2.000000</MinRange>
				<MaxRange>30.000000</MaxRange>
				<TypedMinRange type="AbstractVillager">5</TypedMinRange>
				<TypedMaxRange type="AbstractArtillery">40</TypedMaxRange>
				<ROF>3.000000</ROF>
				<ROF type='HitpointRatio' target='15.0'>3.000000</ROF>
				<DamageBonus type='Unit'>2.000000</DamageBonus>
				<DamageCap>1000.000000</DamageCap>
				<DamageArea>3.000000</DamageArea>
			</ProtoAction>
			<ProtoAction>
				<Name>MagicBeamAttack</Name>
				<Damage>5000.000000</Damage>
				<DamageType>Magic</DamageType>
				<MinRange>0.000000</MinRange>
				<MaxRange>24.000000</MaxRange>
				<ROF>5.000000</ROF>
				<DamageBonus type='Unit'>2.000000</DamageBonus>
				<DamageArea>5.000000</DamageArea>
			</ProtoAction>
		</Unit>
	
		<Unit id='1475' name='Earthquake0'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09926</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>air</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>2.0000</Lifespan>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake0.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>5.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>3.000000</ROF>
				<DamageCap>200.000000</DamageCap>
				<DamageArea>30.000000</DamageArea>
				<DamageBonus type='Unit'>0.0800000</DamageBonus>
				<DamageBonus type='NatureClass'>0.010000</DamageBonus>
				<DamageBonus type='Tree'>0.010000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1476' name='Earthquake1'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09931</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>28.0000</Lifespan>
			<TrainPoints>0.1000</TrainPoints>
			<LOS>40.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake1.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>7.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.000000</ROF>
				<DamageArea>30.000000</DamageArea>
				<DamageBonus type='Unit'>0.100000</DamageBonus>
				<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
				<DamageBonus type='NatureClass'>0.010000</DamageBonus>
				<DamageBonus type='Guardian'>10.000000</DamageBonus>
				<DamageBonus type='Herdable'>8.000000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1477' name='Earthquake2'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09930</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>27.0000</Lifespan>
			<TrainPoints>0.1000</TrainPoints>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake2.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>6.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.000000</ROF>
				<DamageArea>20.000000</DamageArea>
				<DamageBonus type='Unit'>0.100000</DamageBonus>
				<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
				<DamageBonus type='NatureClass'>0.050000</DamageBonus>
				<DamageBonus type='Guardian'>20.000000</DamageBonus>
				<DamageBonus type='Herdable'>8.000000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1478' name='Earthquake3'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09929</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>26.0000</Lifespan>
			<TrainPoints>0.1000</TrainPoints>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake3.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>5.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.000000</ROF>
				<DamageArea>15.000000</DamageArea>
				<DamageBonus type='Unit'>0.100000</DamageBonus>
				<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
				<DamageBonus type='NatureClass'>0.050000</DamageBonus>
				<DamageBonus type='Guardian'>20.000000</DamageBonus>
				<DamageBonus type='Herdable'>8.000000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1479' name='Earthquake4'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09928</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>25.0000</Lifespan>
			<TrainPoints>0.1000</TrainPoints>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake4.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>6.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.000000</ROF>
				<DamageArea>10.000000</DamageArea>
				<DamageBonus type='Unit'>0.150000</DamageBonus>
				<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
				<DamageBonus type='NatureClass'>0.050000</DamageBonus>
				<DamageBonus type='Guardian'>20.000000</DamageBonus>
				<DamageBonus type='Herdable'>8.000000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1480' name='Earthquake5'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09927</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>13.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>100.0000</InitialHitpoints>
			<MaxHitpoints>100.0000</MaxHitpoints>
			<Lifespan>24.0000</Lifespan>
			<TrainPoints>0.1000</TrainPoints>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<Flag>Wanders</Flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Tactics>Earthquake5.tactics</Tactics>
			<ProtoAction>
				<Name>TrampleHandAttack</Name>
				<Damage>5.000000</Damage>
				<DamageType>Hand</DamageType>
				<ROF>1.000000</ROF>
				<DamageArea>5.000000</DamageArea>
				<DamageBonus type='Unit'>0.10000</DamageBonus>
				<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
				<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
				<DamageBonus type='NatureClass'>0.020000</DamageBonus>
				<DamageBonus type='Guardian'>40.000000</DamageBonus>
				<DamageBonus type='Herdable'>8.000000</DamageBonus>
			</ProtoAction>
		</Unit>
		<Unit id='1481' name='Earthquake6'>
			<DBID>20</DBID>
			<DisplayNameID>09932</DisplayNameID>
			<EditorNameID>09925</EditorNameID>
			<ObstructionRadiusX>0.9900</ObstructionRadiusX>
			<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
			<MaxVelocity>1.0000</MaxVelocity>
			<MovementType>air</MovementType>
			<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
			<InitialHitpoints>1.0000</InitialHitpoints>
			<MaxHitpoints>1.0000</MaxHitpoints>
			<Lifespan>2.0000</Lifespan>
			<TrainPoints>5.0000</TrainPoints>
			<LOS>0.0000</LOS>
			<BuildLimit>80</BuildLimit>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<UnitType>Unattackable</UnitType>
			<Flag>Wanders</Flag>
			<Flag>ForceToGaia</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>PlayerOwnsObstruction</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
		</Unit>
		<Unit id='1487' name='SkyPassage'>
			<DBID>15</DBID>
			<DisplayNameID>09924</DisplayNameID>
			<EditorNameID>09923</EditorNameID>
			<ObstructionRadiusX>2.8000</ObstructionRadiusX>
			<ObstructionRadiusZ>2.8000</ObstructionRadiusZ>
			<MaxVelocity>0.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>Age of Mythology\Building\SkyPassage\SkyPassage.xml</AnimFile>
			<ImpactType>Wood</ImpactType>
			<PhysicsInfo>house</PhysicsInfo>
			<PlacementFile>buildingsmall.xml</PlacementFile>
			<Icon>Age of Mythology\Building\SkyPassage\SkyPassage_icon_64</Icon>
			<PortraitIcon>Age of Mythology\Building\SkyPassage\SkyPassage_icon_128</PortraitIcon>
			<RolloverTextID>09923</RolloverTextID>
			<ShortRolloverTextID>09922</ShortRolloverTextID>
			<InitialHitpoints>3000.0000</InitialHitpoints>
			<MaxHitpoints>3000.0000</MaxHitpoints>
			<LOS>12.0000</LOS>
			<BuildPoints>60.0000</BuildPoints>
			<BuildLimit>20</BuildLimit>
			<Bounty>60.0000</Bounty>
			<BuildBounty>0.0000</BuildBounty>
			<Cost resourcetype='Wood'>200.0000</Cost>
			<Cost resourcetype='Gold'>150.0000</Cost>
			<Cost resourcetype='Fame'>3.0000</Cost>
			<BuildingWorkRate>1.0000</BuildingWorkRate>
			<AllowedAge>0</AllowedAge>
			<Armor type='Siege' value='0.5000'/>
			<BuilderLimit>8</BuilderLimit>
			<Contain>Unit</Contain>
			<MaxContained>100.0000</MaxContained>
			<UnitType>LogicalTypeValidSabotage</UnitType>
			<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
			<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
			<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeVillagersAttack</UnitType>
			<UnitType>LogicalTypeHandUnitsAttack</UnitType>
			<UnitType>LogicalTypeShipsAndBuildings</UnitType>
			<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
			<UnitType>ConvertsHerds</UnitType>
			<UnitType>CountsTowardEconomicScore</UnitType>
			<UnitType>HasBountyValue</UnitType>
			<UnitType>ColonyBuilding</UnitType>
			<UnitType>BuildingClass</UnitType>
			<UnitType>TestClass</UnitType>
			<UnitType>Building</UnitType>
			<UnitType>SpecialPowers</UnitType>
			<flag>AnnounceDestruction</flag>
			<Flag>PlaceAnywhere</Flag>
			<Flag>AllowAutoGarrison</Flag>
			<Flag>CollidesWithProjectiles</Flag>
			<Flag>StartsAtFullEfficiency</Flag>
			<Flag>Immoveable</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>ObscuresUnits</Flag>
			<Flag>NoIdleActions</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>Doppled</Flag>
			<Flag>SelectWithObstruction</Flag>
			<Flag>PaintTextureWhenPlacing</Flag>
			<Flag>FlattenGround</Flag>
			<Flag>ColonyBuilding</Flag>
			<Flag>ColonyPlacementL</Flag>
			<Flag>HideGarrisonFlag</Flag>
			<Flag>HasGatherPoint</Flag>
			<Flag>Tracked</Flag>
			<Command page='1' column='1'>SetUnitAsHomeCityGatherPoint</Command>
			<Command page='10' column='3'>Delete</Command>
			<Command page='10' column='2'>Eject</Command>
			<Command page='10' column='1'>SetGatherPointEconomy</Command>
			<Command page='10' column='0'>SetGatherPointMilitary</Command>
		</Unit>
		<Unit id='1488' name='LightHouse'>
			<DBID>15</DBID>
			<DisplayNameID>00899</DisplayNameID>
			<EditorNameID>00898</EditorNameID>
			<ObstructionRadiusX>3.0000</ObstructionRadiusX>
			<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
			<MaxVelocity>0.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>Age of Mythology\Building\lighthouse\lighthouse.xml</AnimFile>
			<ImpactType>Wood</ImpactType>
			<PhysicsInfo>house</PhysicsInfo>
			<PlacementFile>buildingsmall.xml</PlacementFile>
			<Icon>Age of Mythology\Building\lighthouse\lighthouse_64</Icon>
			<PortraitIcon>Age of Mythology\Building\lighthouse\lighthouse_128</PortraitIcon>
			<RolloverTextID>00896</RolloverTextID>
			<ShortRolloverTextID>00895</ShortRolloverTextID>
			<InitialHitpoints>2500.0000</InitialHitpoints>
			<MaxHitpoints>2500.0000</MaxHitpoints>
			<LOS>72.0000</LOS>
			<BuildPoints>120.0000</BuildPoints>
			<Bounty>100.0000</Bounty>
			<BuildBounty>50.0000</BuildBounty>
			<Cost resourcetype='Wood'>200.0000</Cost>
			<Cost resourcetype='Gold'>300.0000</Cost>
			<BuildingWorkRate>1.0000</BuildingWorkRate>
			<AllowedAge>0</AllowedAge>
			<Armor type='Siege' value='0.5000'/>
			<BuilderLimit>8</BuilderLimit>
			<Contain>Unit</Contain>
			<MaxContained>20.0000</MaxContained>
			<UnitType>LogicalTypeValidSabotage</UnitType>
			<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
			<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
			<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeVillagersAttack</UnitType>
			<UnitType>LogicalTypeHandUnitsAttack</UnitType>
			<UnitType>LogicalTypeShipsAndBuildings</UnitType>
			<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
			<UnitType>ConvertsHerds</UnitType>
			<UnitType>CountsTowardEconomicScore</UnitType>
			<UnitType>HasBountyValue</UnitType>
			<UnitType>ColonyBuilding</UnitType>
			<UnitType>BuildingClass</UnitType>
			<UnitType>TestClass</UnitType>
			<UnitType>Building</UnitType>
			<UnitType>SpecialPowers</UnitType>
			<Flag>AllowAutoGarrison</Flag>
			<Flag>CollidesWithProjectiles</Flag>
			<Flag>StartsAtFullEfficiency</Flag>
			<Flag>Immoveable</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>ObscuresUnits</Flag>
			<Flag>NoIdleActions</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>Doppled</Flag>
			<Flag>SelectWithObstruction</Flag>
			<Flag>PaintTextureWhenPlacing</Flag>
			<Flag>FlattenGround</Flag>
			<Flag>ColonyBuilding</Flag>
			<Flag>ColonyPlacementL</Flag>
			<Flag>HideGarrisonFlag</Flag>
			<Flag>HasGatherPoint</Flag>
			<Flag>Tracked</Flag>
			<Command page='22' column='1'>SetUnitAsHomeCityGatherPoint</Command>
			<Command page='11' column='0'>Abilities</Command>
			<Command page='10' column='3'>Delete</Command>
			<Command page='10' column='2'>Eject</Command>
			<Command page='10' column='1'>SetGatherPointEconomy</Command>
			<Command page='10' column='0'>SetGatherPointMilitary</Command>
		</Unit>
		<Unit id='1489' name='Lightning'>
			<DBID>2766</DBID>
			<DisplayNameID>09912</DisplayNameID>
			<EditorNameID>09913</EditorNameID>
			<ObstructionRadiusX>0.1000</ObstructionRadiusX>
			<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
			<MaxVelocity>60.0000</MaxVelocity>
			<MovementType>air</MovementType>
			<AnimFile>AOM\Effects\lightning.xml</AnimFile>
			<Lifespan>2.0000</Lifespan>
			<LOS>0.0000</LOS>
			<UnitType>EmbellishmentClass</UnitType>
			<UnitType>TestClass</UnitType>
			<UnitType>Projectile</UnitType>
			<Flag>NoIdleActions</Flag>
			<Flag>NonCollideable</Flag>
			<Flag>DestroyProjectile</Flag>
			<Flag>DoNotCreateUnitGroupAutomatically</Flag>
			<Flag>NoBloodOnDeath</Flag>
			<Flag>NotSearchable</Flag>
			<Flag>Projectile</Flag>
			<Flag>NoTieToGround</Flag>
			<Flag>DoNotShowOnMiniMap</Flag>
			<Flag>NotSelectable</Flag>
			<Flag>DoNotDieAtZeroHitpoints</Flag>
			<Flag>NoHPBar</Flag>
			<Flag>NonAutoFormedUnit</Flag>
			<Flag>DontRotateObstruction</Flag>
			<Flag>AdjustPositionOnTerrainCollision</Flag>
			<Flag>Invulnerable</Flag>
			<Flag>InvulnerableIfGaia</Flag>
			<Flag>NoUnitAI</Flag>
		</Unit>