这个教程是复制游戏里面原有的单位,制作成一个新单位。
首先,选定一个原身,我选的是Learicorn (利尔利)。
在protoy.xml中找到Learicorn,从<Unit id ='427' name ='Learicorn'>开始往下复制到Learicorn的末尾</Unit>。
然后按照格式粘贴(建议粘贴在文件的末尾)。
注意:粘贴应仿照其他单位的格式。复制格式错了,导致游戏初始化失败,不要说我的教程没用。
新兵种的雏形以做好。
下面对粘贴后的内容作修改。
name改为与Learicorn不同的名字,如Learicorn2。
<Unit id ='427' name ='Learicorn'>
修改后↓
<Unit id ='427' name ='Learicorn2'>
DisplayNameID,EditorNameID改为不与任何单位重合的数字,可以分别是99999,99998。 下面对DisplayNameID,EditorNameID写入你所需要的名称。(也可以是相同的,不过会采用相同的名称。)
DisplayNameID为单位主要名称。
EditorNameID为剧情编辑器里的名称。如果不添加就采用DisplayNameID的名称。
修改后↓
<DisplayNameID>99999</DisplayNameID>
<EditorNameID>99998</EditorNameID>
其他属性之类的你自己修改。
例如你把DefendHandAttack下面的800改成1000,那么该单位的DefendHandAttack攻击力就变成1000。
<Unit id ='527' name ='LakeWaterPlantsNe'> <DBID>694</DBID> <DisplayNameID>32273</DisplayNameID> <EditorNameID>32274</EditorNameID> <ObstructionRadiusX>1.0000</ObstructionRadiusX> <ObstructionRadiusZ>1.0000</ObstructionRadiusZ> <IdleTimeout>5.0000</IdleTimeout> <MaxVelocity>3.0000</MaxVelocity> <MaxRunVelocity>5.0000</MaxRunVelocity> <MovementType>water</MovementType> <AnimFile>terrain\new_england\lake_water_plants_ne.xml</AnimFile> <LOS>0.0000</LOS> <UnitType>LogicalTypeVillagersRespondToAttack</UnitType> <UnitType>EmbellishmentClass</UnitType> <UnitType>Nature</UnitType> <Flag>StartOnAnimationUpdate</Flag> <Flag>DontRotateObstruction</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>SelectWithObstruction</Flag> <Flag>ForceToGaia</Flag> <Flag>DoNotDieAtZeroHitpoints</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>DecalStickToWaterSurface</Flag> <Flag>RenderAfterWater</Flag> <Flag>DontSortAlphaPolys</Flag> <Flag>NonCollideable</Flag> <Flag>NavalUnit</Flag> <Flag>PlaceAnywhere</Flag> <Flag>TieToWaterSurface</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Flag>VisibleUnderFog</Flag> <Flag>NotSelectable</Flag> <Flag>NoHPBar</Flag> <Flag>DoNotCreateUnitGroupAutomatically</Flag> <Flag>Tracked</Flag> </Unit><Unit id ='528' name ='Learicorn'> <DBID>696</DBID> <DisplayNameID>32356</DisplayNameID> <EditorNameID>32357</EditorNameID> <ObstructionRadiusX>0.7900</ObstructionRadiusX> <ObstructionRadiusZ>0.7900</ObstructionRadiusZ> <FormationCategory>Mobile</FormationCategory> <MaxVelocity>7.5000</MaxVelocity> <MaxRunVelocity>9.5000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>cav</PhysicsInfo> <Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon> <PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon> <RolloverTextID>32355</RolloverTextID> <ShortRolloverTextID>32354</ShortRolloverTextID> <InitialHitpoints>600.0000</InitialHitpoints> <MaxHitpoints>600.0000</MaxHitpoints> <LOS>12.0000</LOS> <UnitAIType>HandCombative</UnitAIType> <Bounty>15000.0000</Bounty> <BuildBounty>10000.0000</BuildBounty> <Cost resourcetype ='Food'>80.0000</Cost> <Cost resourcetype ='Gold'>40.0000</Cost> <AllowedAge>1</AllowedAge> <Armor type ='Hand' value ='0.9000'></Armor> <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>AbstractCavalry</UnitType> <UnitType>Unit</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Military</UnitType> <UnitType>CountsTowardEconomicScore</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>AbstractHeavyCavalry</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractHandCavalry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>ConstrainOrientation</Flag> <Flag>OrientUnitWithGround</Flag> <Flag>NotPlayerPlaceable</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='1'>Stop</Command> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Delete</Command> <Tactics>handCavalry.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>500.000000</Damage> <DamageType>Siege</DamageType> <ROF>2.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>800.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>GuardianAttack</Name> <Damage>800.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>800.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>533.000000</Damage> <DamageType>Hand</DamageType> <ROF>2.000000</ROF> <DamageCap>1600.000000</DamageCap> <DamageArea>9.000000</DamageArea> <DamageFlags>Enemy</DamageFlags> </ProtoAction> </Unit><Unit id ='529' name ='TreePampas'> <DBID>697</DBID> <DisplayNameID>32401</DisplayNameID> <EditorNameID>32402</EditorNameID> <ObstructionRadiusX>1.0000</ObstructionRadiusX> <ObstructionRadiusZ>1.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>terrain\tree_pampas.xml</AnimFile> <ImpactType>Wood</ImpactType> <Icon>terrain\trees\tree_icon_64</Icon> <PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon> <RolloverTextID>32400</RolloverTextID> <ShortRolloverTextID>32399</ShortRolloverTextID> <InitialHitpoints>6.0000</InitialHitpoints> <MaxHitpoints>6.0000</MaxHitpoints> <Bounty>0.0000</Bounty> <InitialResource resourcetype ='Wood'>300.0000</InitialResource> <ResourceSubType>Wood</ResourceSubType> <MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor> <GathererLimit>8</GathererLimit> <UnitType>LogicalTypeMinimapFilterEconomic</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeVillagersRespondToAttack</UnitType> <UnitType>HuntedResource</UnitType> <UnitType>Resource</UnitType> <UnitType>Nature</UnitType> <UnitType>Wood</UnitType> <UnitType>Tree</UnitType> <UnitType>NatureClass</UnitType> <Flag>ObscuresUnits</Flag> <Flag>NoHPBar</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>DoNotDieAtZeroHitpoints</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>DoNotCreateUnitGroupAutomatically</Flag> <Flag>Immoveable</Flag> <Flag>Doppled</Flag> <Flag>ForceToGaia</Flag> <Flag>DieAtZeroResources</Flag> <Flag>StartOnNoUpdate</Flag> <Flag>DoNotValidateResourceInventory</Flag> <Flag>DontRotateObstruction</Flag> <Flag>DoppleOnlyWhenDead</Flag> <Flag>NoIdleActions</Flag> <Flag>RMCanRotate</Flag> <Flag>Tracked</Flag> </Unit>
<Unit id ='528' name ='Learicorn2'> <DBID>696</DBID> <DisplayNameID>99999</DisplayNameID> <EditorNameID>99998</EditorNameID> <ObstructionRadiusX>0.7900</ObstructionRadiusX> <ObstructionRadiusZ>0.7900</ObstructionRadiusZ> <FormationCategory>Mobile</FormationCategory> <MaxVelocity>7.5000</MaxVelocity> <MaxRunVelocity>9.5000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>cav</PhysicsInfo> <Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon> <PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon> <RolloverTextID>32355</RolloverTextID> <ShortRolloverTextID>32354</ShortRolloverTextID> <InitialHitpoints>600.0000</InitialHitpoints> <MaxHitpoints>600.0000</MaxHitpoints> <LOS>12.0000</LOS> <UnitAIType>HandCombative</UnitAIType> <Bounty>15000.0000</Bounty> <BuildBounty>10000.0000</BuildBounty> <Cost resourcetype ='Food'>80.0000</Cost> <Cost resourcetype ='Gold'>40.0000</Cost> <AllowedAge>1</AllowedAge> <Armor type ='Hand' value ='0.9000'></Armor> <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>AbstractCavalry</UnitType> <UnitType>Unit</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Military</UnitType> <UnitType>CountsTowardEconomicScore</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>AbstractHeavyCavalry</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractHandCavalry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>ConstrainOrientation</Flag> <Flag>OrientUnitWithGround</Flag> <Flag>NotPlayerPlaceable</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='1'>Stop</Command> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Delete</Command> <Tactics>handCavalry.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>500.000000</Damage> <DamageType>Siege</DamageType> <ROF>2.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>1000.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>GuardianAttack</Name> <Damage>800.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>800.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> </ProtoAction> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>533.000000</Damage> <DamageType>Hand</DamageType> <ROF>2.000000</ROF> <DamageCap>1600.000000</DamageCap> <DamageArea>9.000000</DamageArea> <DamageFlags>Enemy</DamageFlags> </ProtoAction> </Unit> </Proto><!--这个是protoy底部的结尾,语句超出这个结尾外会出错。所以要将语句粘贴在</Proto>上面-->
<String _locID ='99999'>独角兽骑士</String> <String _locID ='99998'>CAV独角兽骑士</String>
<?xml version="1.0" encoding="utf-8"?> <StringTable version="130"> <Language name="English"> <String _locID="130015">Ozarks</String> <String _locID="130016">Ozarks: Dense thickets filled with wildlife dot this rolling terrain.</String> <String _locID="130017">Hilltop trading posts sit beside a trade route that crosses the map from East to West. Teams are split across the trade route.</String> <String _locID="130018">Plymouth</String> <String _locID="130019">Plymouth: A bountiful land of natural treasures and grateful Pilgrims.</String> <String _locID="130020">Each colony can use intrepid Pilgrims and Scout Turkeys to explore the bountiful wilderness for Native Settlements and unique treasures.</String> <String _locID ='99999'>独角兽骑士</String> <String _locID ='99998'>CAV独角兽骑士</String> <!-- 输入双引号与单引号都是可行的 --> </Language> </StringTable>
<Tech name ='HCShipHussars1' type ='Normal'>
<DBID>2188</DBID>
<DisplayNameID>35659</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='Hussar' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
</Effects>
</Tech>
<Tech name ='HCShipRodeleros1' type ='Normal'>
<DBID>2189</DBID>
<DisplayNameID>35660</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Rodelero' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
</Effects>
</Tech>
事实上,正确的格式化应该是这样的,</Target>与</Effect>应当换行 <Effects> <Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='Hussar' relativity ='Absolute'> <Target type ='Player'></Target> </Effect> <Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Learicorn2' relativity ='Absolute'> <Target type ='Player'></Target> </Effect> </Effects>但是帝国时代3data文件夹所有的techtree.xml都遗留下了</Target>与</Effect>不换行这种格式,所以圣典依然是采用这种格式;具体修改如下:
<Tech name ='HCShipHussars1' type ='Normal'> <DBID>2188</DBID> <DisplayNameID>35659</DisplayNameID> <Cost resourcetype ='Ships'>1.0000</Cost> <ResearchPoints>40.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon> <Flag>HomeCity</Flag> <Effects> <Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='Hussar' relativity ='Absolute'> <Target type ='Player'></Target></Effect> <Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Learicorn2' relativity ='Absolute'> <Target type ='Player'></Target></Effect> </Effects> </Tech> <Tech name ='HCShipRodeleros1' type ='Normal'> <DBID>2189</DBID> <DisplayNameID>35660</DisplayNameID> <Cost resourcetype ='Ships'>1.0000</Cost> <ResearchPoints>40.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>units\infantry\redolero\redolero_icon_64x64</Icon> <Flag>HomeCity</Flag> <Effects> <Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Rodelero' relativity ='Absolute'> <Target type ='Player'></Target></Effect> </Effects> </Tech>
<Train row ='0' page ='0' column ='4'>Learicorn2</Train>
<Unit id ='298' name ='Stable'>
<DBID>25</DBID>
<DisplayNameID>22919</DisplayNameID>
<ObstructionRadiusX>3.0000</ObstructionRadiusX>
<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\stables\stables.xml</AnimFile>
<DeadReplacement>BuildingRubble5x3</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>stable</PhysicsInfo>
<PlacementFile>buildinglarge.xml</PlacementFile>
<Icon>buildings\stables\stables_icon</Icon>
<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
<RolloverTextID>22918</RolloverTextID>
<ShortRolloverTextID>25727</ShortRolloverTextID>
<InitialHitpoints>2500.0000</InitialHitpoints>
<MaxHitpoints>2500.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<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>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Building</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<Train row ='0' page ='0' column ='0'>Uhlan</Train>
<Train row ='0' page ='0' column ='1'>Oprichnik</Train>
<Train row ='0' page ='0' column ='2'>CavalryArcher</Train>
<Train row ='0' page ='0' column ='0'>Hussar</Train>
<Train row ='0' page ='0' column ='1'>WarWagon</Train>
<Train row ='0' page ='0' column ='1'>Ruyter</Train>
<Train row ='0' page ='0' column ='2'>Dragoon</Train>
<Train row ='0' page ='0' column ='1'>Lancer</Train>
<Train row ='0' page ='0' column ='1'>Cuirassier</Train>
<Train row ='0' page ='0' column ='0'>Cossack</Train>
<Train row ='0' page ='0' column ='4'>Learicorn2</Train>
<Tech row ='0' page ='1' column ='1'>ImperialOprichniks</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialCarabineer</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialCossack</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialCavalryArchers</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialDragoons</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialHussars</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialJinetes</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialCzapkaUhlans</Tech>
<Tech row ='0' page ='1' column ='0'>RGCzapkaUhlans</Tech>
<Tech row ='0' page ='1' column ='2'>RGTartarLoyalists</Tech>
<Tech row ='0' page ='1' column ='1'>RGGarrochista</Tech>
<Tech row ='0' page ='1' column ='1'>GuardRuyters</Tech>
<Tech row ='0' page ='1' column ='0'>RGGardener</Tech>
<Tech row ='0' page ='1' column ='0'>GuardCossacks</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranCossacks</Tech>
<Tech row ='0' page ='1' column ='1'>GuardWarWagons</Tech>
<Tech row ='0' page ='1' column ='2'>GuardCavalryArchers</Tech>
<Tech row ='0' page ='1' column ='1'>RGGendarmes</Tech>
<Tech row ='0' page ='1' column ='1'>RGCarabineer</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranUhlans</Tech>
<Tech row ='0' page ='1' column ='2'>GuardDragoons</Tech>
<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
<Tech row ='0' page ='1' column ='0'>RGLifeGuardHussars</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialGarrochistas</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialTartarLoyalist</Tech>
<Tech row ='0' page ='1' column ='0'>GuardUhlans</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialGardener</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialLifeGuard</Tech>
<Tech row ='0' page ='1' column ='2'>RGJinetes</Tech>
<Tech row ='0' page ='1' column ='1'>GuardOprichniks</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialGendarme</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialWarWagons</Tech>
<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>HasGatherPoint</Flag>
<Flag>InitialGarrisonOnly</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
<Command page ='10' column ='1'>Delete</Command>
</Unit>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Learicorn2</Target></Effect>
<Tech name ='Age0French' type ='Normal'>
<DBID>105</DBID>
<Status>UNOBTAINABLE</Status>
<Flag>Shadow</Flag>
<Effects>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Learicorn2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Explorer</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TownCenter</Target></Effect>
<Effect type ='TechStatus' status ='active'>AAStandardStartingTechs</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGGendarmes</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchCodeNapoleon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial1</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Hussar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Sheep</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>House</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mill</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial3</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial2</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Coureur</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardDragoons</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranPikemen</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialGendarme</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialDragoons</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Capitol</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Falconet</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Stable</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Barracks</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranCrossbowmen</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMohawk</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMusketeerFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMarksman</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianQuartermaster</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Plantation</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TradingPost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Outpost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Caravel</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dock</Target></Effect>
<Effect type ='TechStatus' status ='active'>XPTrickle</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Market</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Arsenal</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Skirmisher</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>CWallGate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>LivestockPen</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Church</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight5</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallConnector</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianTycoonFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianScoutFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGovernorFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierFrench</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Pikeman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Crossbowman</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranHussars</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Halberdier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FieldHospital</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Priest</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Cuirassier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Culverin</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mortar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Monitor</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Frigate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Galleon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
<Effect type ='TechStatus' status ='active'>Levy</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FishingBoat</Target></Effect>
<Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Factory</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialFieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>FieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranDragoonsShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranSkirmishersShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialManOWar</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Saloon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionLouverture</Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionSantander</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpPetard</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHorseArtillery</Effect>
<Effect type ='TechStatus' status ='obtainable'>HeavyHorseArtillery</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpHorseArtillery</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpSpy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ShipHowitzers</Effect>
</Effects>
</Tech>