<Unit id ='923' name ='ypStableChinese'>
<DBID>1350</DBID>
<DisplayNameID>00012</DisplayNameID>
<ObstructionRadiusX>4.0000</ObstructionRadiusX>
<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MaxRunVelocity>0.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\asian_civs\stable\stable2.xml</AnimFile>
<DeadReplacement>BuildingRubble4x4</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>blockhouse</PhysicsInfo>
<PlacementFile>buildingsmall.xml</PlacementFile>
<Icon>buildings\stables\stables_icon</Icon>
<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
<RolloverTextID>60215</RolloverTextID>
<ShortRolloverTextID>60214</ShortRolloverTextID>
<InitialHitpoints>2500.0000</InitialHitpoints>
<MaxHitpoints>2500.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<BuildPoints>30.0000</BuildPoints>
<Bounty>40.0000</Bounty>
<BuildBounty>20.0000</BuildBounty>
<Cost resourcetype ='Wood'>200.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>1</AllowedAge>
<Armor type ='Siege' value ='0.0000'></Armor>
<BuilderLimit>8</BuilderLimit>
<UnitType>LogicalTypeValidSabotage</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>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractStables</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>Building</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<UnitType>BuildingClass</UnitType>
<Train row ='0' page ='0' column ='0'>ypSteppeRider</Train>
<Train row ='0' page ='0' column ='1'>ypKeshik</Train>
<Train row ='0' page ='0' column ='2'>ypMeteorHammer</Train>
<Train row ='0' page ='0' column ='3'>ypIronFlail</Train>
<Train row ='0' page ='0' column ='4'>MeteorHammer2</Train>
<Train row ='0' page ='0' column ='5'></Train>
<Tech row ='0' page ='2' column ='0'>YPDisciplinedSteppeRider</Tech>
<Tech row ='0' page ='2' column ='0'>YPHonoredSteppeRider</Tech>
<Tech row ='0' page ='2' column ='0'>YPExaltedSteppeRider</Tech>
<Tech row ='0' page ='2' column ='1'>YPDisciplinedKeshik</Tech>
<Tech row ='0' page ='2' column ='1'>YPHonoredKeshik</Tech>
<Tech row ='0' page ='2' column ='1'>YPExaltedKeshik</Tech>
<Tech row ='0' page ='2' column ='2'>YPHonoredMeteorHammer</Tech>
<Tech row ='0' page ='2' column ='2'>YPExaltedMeteorHammer</Tech>
<Tech row ='0' page ='2' column ='3'>YPExaltedIronFlail</Tech>
<Tech row ='0' page ='2' column ='3'>YPHonoredIronFlail</Tech>
<Tech row ='0' page ='2' column ='4'>HonoredMeteorHammer2</Tech>
<Tech row ='0' page ='2' column ='4'>ExaltedMeteorHammer2</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>AllowAutoGarrison</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='3'>Delete</Command>
</Unit>
<Unit id ='923' name ='ypBarracksChinese'>
<DBID>1350</DBID>
<DisplayNameID>00013</DisplayNameID>
<ObstructionRadiusX>4.0000</ObstructionRadiusX>
<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MaxRunVelocity>0.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<AnimFile>mods\barracks_high.xml</AnimFile>
<DeadReplacement>BuildingRubble4x4</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>blockhouse</PhysicsInfo>
<PlacementFile>buildingsmall.xml</PlacementFile>
<Icon>icon\building_barracks_manchu_high_icon_64</Icon>
<PortraitIcon>icon\building_barracks_manchu_high_portrait</PortraitIcon>
<RolloverTextID>22846</RolloverTextID>
<ShortRolloverTextID>25610</ShortRolloverTextID>
<InitialHitpoints>2500.0000</InitialHitpoints>
<MaxHitpoints>2500.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<BuildPoints>30.0000</BuildPoints>
<Bounty>40.0000</Bounty>
<BuildBounty>20.0000</BuildBounty>
<Cost resourcetype ='Wood'>200.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>1</AllowedAge>
<Armor type ='Siege' value ='0.0000'></Armor>
<BuilderLimit>8</BuilderLimit>
<UnitType>LogicalTypeValidSabotage</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>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractStables</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>Building</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<UnitType>BuildingClass</UnitType>
<Train row ='0' page ='0' column ='0'>ypQiangPikeman</Train>
<Train row ='0' page ='0' column ='0'>ypQiangPikeman2</Train>
<Train row ='0' page ='0' column ='1'>ypChuKoNu</Train>
<Train row ='0' page ='0' column ='1'>ypChuKoNu2</Train>
<Train row ='0' page ='0' column ='2'>KoreanArrowKnight</Train>
<Train row ='0' page ='0' column ='2'>KoreanArrowKnight2</Train>
<Train row ='0' page ='0' column ='3'>MingUnique2</Train>
<Train row ='0' page ='0' column ='3'>MingUnique</Train>
<Train row ='0' page ='0' column ='4'>ypChangdao</Train>
<Train row ='0' page ='0' column ='5'>ypArquebusier</Train>
<Tech row ='0' page ='2' column ='0'>YPDisciplinedQiangPikeman</Tech>
<Tech row ='0' page ='2' column ='0'>YPHonoredQiangPikeman</Tech>
<Tech row ='0' page ='2' column ='0'>YPExaltedQiangPikeman</Tech>
<Tech row ='0' page ='2' column ='1'>YPDisciplinedChuKoNu</Tech>
<Tech row ='0' page ='2' column ='1'>YPHonoredChuKoNu</Tech>
<Tech row ='0' page ='2' column ='1'>YPExaltedChuKoNu</Tech>
<Tech row ='0' page ='2' column ='2'>DisciplinedKoreanArrowKnight</Tech>
<Tech row ='0' page ='2' column ='2'>HonoredKoreanArrowKnight</Tech>
<Tech row ='0' page ='2' column ='2'>ExaltedKoreanArrowKnight</Tech>
<Tech row ='0' page ='2' column ='3'>DisciplinedMingUnique</Tech>
<Tech row ='0' page ='2' column ='3'>HonoredMingUnique</Tech>
<Tech row ='0' page ='2' column ='3'>ExaltedMingUnique</Tech>
<Tech row ='0' page ='2' column ='4'>YPHonoredChangdao</Tech>
<Tech row ='0' page ='2' column ='4'>YPExaltedChangdao</Tech>
<Tech row ='0' page ='2' column ='5'>YPHonoredArquebusier</Tech>
<Tech row ='0' page ='2' column ='5'>YPExaltedArquebusier</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>AllowAutoGarrison</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='3'>Delete</Command>
</Unit>