制作新旗军|捆绑训练修改成旗军|捆绑训练0人口单位

当protoy设定人口为0,不能使用捆绑训练,否则会无法训练单位。在圣典制作出来之前,一切无限人口的修改都是直接在protoy.xml将单位的<PopulationCount>0</PopulationCount>修改成0;经常有人会问“为什么俄罗斯不能训练农民”、“帝国时代3无限人口补丁后俄罗斯无法造兵”、“帝国时代3老版俄罗斯爆不了兵怎么回事?”、“帝国时代3无限人口后俄罗斯bug如何修复?”、“帝国时代3用了无限人口但俄罗斯为什么不能建造军队,但是骑兵什么的都可以,捆绑兵种就不行”、“还需要再多  才能训练另一个xxxxx。”这些问题。



如果我们把村民人口改成0,又想保留捆绑训练的话,可以把捆绑训练改成旗军,有两种方法,一种是制作一个新旗军单位,另一种是用原来的村民制作旗军。
温馨提示:如果你要修复俄罗斯0人口不能训练的问题,请使用方法2;以前制作圣典的时候,为了省事把旗军制作教程写在这里,很明显我遗漏了AI问题。
曾有人这样反馈过:
按照修改圣典,把俄罗斯村民的人口改成了0个,然后发生了无法生产村民的问题,然后又按照圣典4-5,创造了新的村民Settler2,也在techtreey里把他加到了俄罗斯的初始科技,自己玩俄罗斯的时候,可以生产村民,但是发现在与电脑对战的过程中,电脑还是初始的6个村民,并不会生产我设置的Settler2是为什么???是因为没有修改civs吗???

方法1仅用来保留“制作旗军”的详细教程,又或者解决你自己新增的0人口单位没办法捆绑训练的问题,但不可以用来修正俄罗斯0人口无法训练的问题(自己新增的单位除外),我们修复了一个bug,导致了另一个新的bug
我们修复了一个BUG,但又多了十个BUG。我们更新修复了一些bug,但是加入了更多的bug!

方法一:制作一个新旗军单位

1.把村民复制,制作成一个新单位,俄罗斯的村民训练成本的270肉,训练时间是53秒,建造经验值是30。像<UnitType>Unit</UnitType>与<UnitType>AbstractVillager</UnitType>这些单位标签是非常重要的,因为会涉及其他科技、主城卡片、宝藏的加成。如果你不添加的话,那么加成就这个旗军无效了,因此,你最好还是直接复制原有的Settler。
末尾那个<Flag>NotPlayerPlaceable</Flag>是什么?NotPlayerPlaceable作用是不让这个旗军单位在剧情编辑器显示。
protoy.xml - 记事本
	<Unit id ='284' name ='Settler2'>
		<DBID>1</DBID>
		<DisplayNameID>22806</DisplayNameID>
		<EditorNameID>34132</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>22814</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>53.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Food'>270.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
	</Unit>
城镇中心要添加新村民的建造按钮
protoy.xml - 记事本
		<Unit id ='294' name ='TownCenter'>
			<DBID>16</DBID>
			<DisplayNameID>22841</DisplayNameID>
			<EditorNameID>28145</EditorNameID>
			<PopulationCapAddition>10</PopulationCapAddition>
			<ObstructionRadiusX>4.0000</ObstructionRadiusX>
			<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
			<MaxVelocity>0.0000</MaxVelocity>
			<MovementType>land</MovementType>
			<AnimFile>buildings\town_center\town_center.xml</AnimFile>
			<DeadReplacement>BuildingRubble4x4</DeadReplacement>
			<DeadReplacementLifespan>15</DeadReplacementLifespan>
			<ImpactType>Wood</ImpactType>
			<PhysicsInfo>house</PhysicsInfo>
			<PlacementFile>buildinglarge.xml</PlacementFile>
			<Icon>buildings\town_center\towncenter_icon</Icon>
			<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
			<PortraitIcon>buildings\town_center\towncenter_portrait</PortraitIcon>
			<RolloverTextID>22840</RolloverTextID>
			<ShortRolloverTextID>25734</ShortRolloverTextID>
			<InitialHitpoints>6500.0000</InitialHitpoints>
			<MaxHitpoints>6500.0000</MaxHitpoints>
			<LOS>38.0000</LOS>
			<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
			<UnitAIType>RangedCombative</UnitAIType>
			<BuildPoints>60.0000</BuildPoints>
			<BuildLimit>1</BuildLimit>
			<Bounty>240.0000</Bounty>
			<Cost resourcetype ='Wood'>600.0000</Cost>
			<BuildingWorkRate>1.0000</BuildingWorkRate>
			<MaxContained>50</MaxContained>
			<AllowedAge>0</AllowedAge>
			<Armor type ='Siege' value ='0.0000'></Armor>
			<BuilderLimit>8</BuilderLimit>
			<UnitType>LogicalTypeValidSabotage</UnitType>
			<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
			<UnitType>LogicalTypeNeededForVictory</UnitType>
			<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
			<UnitType>LogicalTypeTCBuildLimit</UnitType>
			<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
			<UnitType>LogicalTypeVillagersAttack</UnitType>
			<UnitType>LogicalTypeHandUnitsAttack</UnitType>
			<UnitType>LogicalTypeShipsAndBuildings</UnitType>
			<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
			<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
			<UnitType>Building</UnitType>
			<UnitType>Economic</UnitType>
			<UnitType>BuildingClass</UnitType>
			<UnitType>HasBountyValue</UnitType>
			<UnitType>CountsTowardEconomicScore</UnitType>
			<UnitType>ConvertsHerds</UnitType>
			<UnitType>AbstractTownCenter</UnitType>
			<UnitType>AbstractCanSeeStealth</UnitType>
			<Train row ='0' page ='0' column ='0'>ypSettlerJapanese</Train>
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			<Train row ='0' page ='0' column ='2'>Envoy</Train>
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			<Train row ='0' page ='0' column ='0'>SettlerNative</Train>
			<Train row ='0' page ='0' column ='5'>PetCougar</Train>
			<Train row ='0' page ='0' column ='5'>ypSPCBrahminHealer</Train>
			<Train row ='0' page ='0' column ='5'>ypMonkChinese</Train>
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			<Train row ='0' page ='0' column ='5'>ypMonkJapanese</Train>
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			<Tech row ='0' page ='1' column ='0'>TribalAztecYouth4</Tech>
			<Tech row ='0' page ='1' column ='0'>AddLimit</Tech>
			<Tech row ='0' page ='1' column ='0'>AddPOP</Tech>
			<Flag>ShowGarrisonButton</Flag>
			<Flag>AllowAutoGarrison</Flag>
			<Flag>StartingColonyBuilding</Flag>
			<Flag>ColonyPlacementCenter</Flag>
			<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>Tracked</Flag>
			<Contain>AbstractVillager</Contain>
			<Contain>Imam</Contain>
			<Contain>NatMedicineMan</Contain>
			<Contain>Missionary</Contain>
			<Contain>Priest</Contain>
			<Contain>Surgeon</Contain>
			<Contain>xpMedicineMan</Contain>
			<Contain>xpMedicineManAztec</Contain>
			<Contain>ypDaimyoRegicide</Contain>
			<Command page ='0' column ='3'>Levy</Command>
			<Command page ='10' column ='3'>TownBell</Command>
			<Command page ='10' column ='4'>Delete</Command>
			<Command page ='10' column ='3'>ReturnToWork</Command>
			<Command page ='0' column ='4'>Conscription</Command>
			<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
			<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
			<Command page ='10' column ='2'>Eject</Command>
			<Command page ='0' column ='5'>RansomExplorer</Command>
			<Command page ='1' column ='10'>SetUnitAsHomeCityGatherPoint</Command>
			<Command page ='11' column ='0'>Abilities</Command>
			<Command page ='0' column ='1'>ypAssemble</Command>
			<Command page ='0' column ='2'>ypMuster</Command>
			<Command page ='0' column ='3'>ypAmass</Command>
			<Command page ='0' column ='4'>ypMarshal</Command>
			<Command page ='0' column ='3'>ypAmassIndians</Command>
			<Command page ='0' column ='1'>ypAssembleIndians</Command>
			<Command page ='0' column ='4'>ypMarshalIndians</Command>
			<Command page ='0' column ='2'>ypMusterIndians</Command>
			<Tactics>towncenter.tactics</Tactics>
			<ProtoAction>
				<Name>AntiShipAttack</Name>
				<Damage>75.000000</Damage>
				<DamageType>Siege</DamageType>
				<MaxRange>40.000000</MaxRange>
				<ROF>3.000000</ROF>
				<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
				<Active>1</Active>
			</ProtoAction>
			<ProtoAction>
				<Name>RangedAttack</Name>
				<DamageBonus type ='AbstractVillager'>2.000000</DamageBonus>
				<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
				<Damage>9.000000</Damage>
				<DamageType>Ranged</DamageType>
				<MaxRange>32.000000</MaxRange>
				<ROF>3.000000</ROF>
			</ProtoAction>
		</Unit>
把俄国原有启用村民语句改成新的旗军(村民)。
techtreey.xml - 记事本
	<Tech name ='Age0Russian' type ='Normal'>
		<DBID>214</DBID>
		<Status>UNOBTAINABLE</Status>
		<Flag>Shadow</Flag>
		<Effects>
			<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'>GuardCossacks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranCossacks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchWesternization</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchKalmucks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchBashkirPonies</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Cossack</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'>HouseEast</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchPetrineReforms</Effect>
			<Effect type ='TechStatus' status ='obtainable'>RGPavlovGrenadiers</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'>GuardStrelets</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranStrelets</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Settler2</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialCossack</Effect>
			<Effect type ='TechStatus' status ='obtainable'>RGTartarLoyalists</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialTartarLoyalist</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranGrenadiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialPavlovs</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialStrelets</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialOprichniks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>GuardOprichniks</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Strelet</Target></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 ='2.12' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Stable</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianWarMinisterRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
			<Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianAdventurerRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianScoutRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianBishop</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'>Mortar</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Blockhouse</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'>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 ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>FishingBoat</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 ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianKingsMusketeerRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGentlemanPirateRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianQuartermasterRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceRussian</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'>Oprichnik</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>CavalryArcher</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Grenadier</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 ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Caravel</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>FrontierBlockhouse</Effect>
			<Effect type ='Data' amount ='-1.00' subtype ='AllowedAge' relativity ='Absolute'>
				<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Culverin</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>FortifiedBlockhouse</Effect>
			<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='TechStatus' status ='active'>Levy</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'>ImperialManOWar</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranCavalryArchersShadow</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Saloon</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>XPRevolutionBolivar</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'>IncendiaryGrenades</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>

civs给俄罗斯添加旗军训练。
civs.xml - 记事本
	<civ>
		<name>Russians</name>
		<main>1</main>
		<statsid>RU</statsid>
		<portrait>objects\flags\russians</portrait>
		<culture>EasternEurope</culture>
		<displaynameid>22867</displaynameid>
		<rollovernameid>26066</rollovernameid>
		<alliedid>26446</alliedid>
		<alliedotherid>26445</alliedotherid>
		<unalliedid>26444</unalliedid>
		<agetech>
			<age>Age0</age>
			<tech>Age0Russian</tech>
		</agetech>
		<agetech>
			<age>Age1</age>
			<tech>ColonializeRussian</tech>
		</agetech>
		<agetech>
			<age>Age2</age>
			<tech>FortressizeRussian</tech>
		</agetech>
		<agetech>
			<age>Age3</age>
			<tech>IndustrializeRussian</tech>
		</agetech>
		<agetech>
			<age>Age4</age>
			<tech>ImperializeRussian</tech>
		</agetech>
		<postindustrialtech>PostIndustrialRussian</postindustrialtech>
		<postimperialtech>PostImperialRussian</postimperialtech>
		<buildingefficiency>0.3</buildingefficiency>
		<gold>0</gold>
		<food>0</food>
		<wood>0</wood>
		<startingunit>Explorer</startingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofWood</townstartingunit>
		<homecityfilename>homecityrussians.xml</homecityfilename>
		<homecityflagtexture>objects\flags\russians</homecityflagtexture>
		<homecityflagbuttonset>russianFlagBtn</homecityflagbuttonset>
		<homecityflagbuttonsetlarge>russianFlagBtnLarge</homecityflagbuttonsetlarge>
		<postgameflagtexture>ui\ingame\ingame_ui_postgame_flag_russian</postgameflagtexture>
		<matchmakingtextures>
			<bannertexture>ui\eso\civ_flags_quick_launch</bannertexture>
			<bannertexturecoords>0 0.875 0.78125 1</bannertexturecoords>
			<portraittexture>ui\eso\eso_quick_search_politicians_01</portraittexture>
			<portraittexturecoords>0.4375 0.4296875 0.830078125 0.814453125</portraittexturecoords>
			<smallportraittexture>ui\singleplayer\cpai_avatar_russians</smallportraittexture>
			<smallportraittexturecoords>0 0 1 1</smallportraittexturecoords>
		</matchmakingtextures>
		<unitregen>
			<unittype>Hero</unittype>
			<rate>0.25</rate>
			<idletimeout>3.5</idletimeout>
		</unitregen>
		<unitregen>
			<unittype>Minuteman</unittype>
			<rate>-2.0</rate>
		</unitregen>
		<blocktrain>
			<building>TownCenter</building>
			<unit>Settler</unit>
			<count>3</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Strelet</unit>
			<count>10</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Halberdier</unit>
			<count>4</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Musketeer</unit>
			<count>5</count>
		</blocktrain>
		<multipleblocktrain>
			<building>Towncenter</building>
			<multipleblockunit>Settler2</multipleblockunit>
			<units>
				<unit>Settler</unit>
			</units>
			<unitcounts>
				<count>3</count>
			</unitcounts>
		</multipleblocktrain>
	</civ>

这是2.0旧版本的截图了,之前修改忘记30经验那里,我懒得再去修改一遍然后重新截图。





方法2:直接把原有的村民改成旗军

civs.xml - 记事本
	<civ>
		<name>Russians</name>
		<main>1</main>
		<statsid>RU</statsid>
		<portrait>objects\flags\russians</portrait>
		<culture>EasternEurope</culture>
		<displaynameid>22867</displaynameid>
		<rollovernameid>26066</rollovernameid>
		<alliedid>26446</alliedid>
		<alliedotherid>26445</alliedotherid>
		<unalliedid>26444</unalliedid>
		<agetech>
			<age>Age0</age>
			<tech>Age0Russian</tech>
		</agetech>
		<agetech>
			<age>Age1</age>
			<tech>ColonializeRussian</tech>
		</agetech>
		<agetech>
			<age>Age2</age>
			<tech>FortressizeRussian</tech>
		</agetech>
		<agetech>
			<age>Age3</age>
			<tech>IndustrializeRussian</tech>
		</agetech>
		<agetech>
			<age>Age4</age>
			<tech>ImperializeRussian</tech>
		</agetech>
		<postindustrialtech>PostIndustrialRussian</postindustrialtech>
		<postimperialtech>PostImperialRussian</postimperialtech>
		<buildingefficiency>0.3</buildingefficiency>
		<gold>0</gold>
		<food>0</food>
		<wood>0</wood>
		<startingunit>Explorer</startingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>Settler</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofFood</townstartingunit>
		<townstartingunit>CrateofWood</townstartingunit>
		<homecityfilename>homecityrussians.xml</homecityfilename>
		<homecityflagtexture>objects\flags\russians</homecityflagtexture>
		<homecityflagbuttonset>russianFlagBtn</homecityflagbuttonset>
		<homecityflagbuttonsetlarge>russianFlagBtnLarge</homecityflagbuttonsetlarge>
		<postgameflagtexture>ui\ingame\ingame_ui_postgame_flag_russian</postgameflagtexture>
		<matchmakingtextures>
			<bannertexture>ui\eso\civ_flags_quick_launch</bannertexture>
			<bannertexturecoords>0 0.875 0.78125 1</bannertexturecoords>
			<portraittexture>ui\eso\eso_quick_search_politicians_01</portraittexture>
			<portraittexturecoords>0.4375 0.4296875 0.830078125 0.814453125</portraittexturecoords>
			<smallportraittexture>ui\singleplayer\cpai_avatar_russians</smallportraittexture>
			<smallportraittexturecoords>0 0 1 1</smallportraittexturecoords>
		</matchmakingtextures>
		<unitregen>
			<unittype>Hero</unittype>
			<rate>0.25</rate>
			<idletimeout>3.5</idletimeout>
		</unitregen>
		<unitregen>
			<unittype>Minuteman</unittype>
			<rate>-2.0</rate>
		</unitregen>
		<blocktrain>
			<building>TownCenter</building>
			<unit>Settler</unit>
			<count>3</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Strelet</unit>
			<count>10</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Halberdier</unit>
			<count>4</count>
		</blocktrain>
		<blocktrain>
			<building>Blockhouse</building>
			<unit>Musketeer</unit>
			<count>5</count>
		</blocktrain>
		<multipleblocktrain>
			<building>Towncenter</building>
			<multipleblockunit>Settler</multipleblockunit>
			<units>
				<unit>Settler</unit>
			</units>
			<unitcounts>
				<count>3</count>
			</unitcounts>
		</multipleblocktrain>
	</civ>


<!-- PS:旗军的本体调用名可以与被生产单位的调用名可以一样的。-->
为了保持原有的平衡,应该在techtreey.xml给俄国村民添加3倍成本、建造经验,(训练时间就不用添加了,因为捆绑训练不会帮你算训练时间,俄国村民原本在techtreey.xml设定就是2.12倍训练时间)。
3倍建造经验:
			<Effect type ='Data' amount ='3.00' subtype ='BuildBounty' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
3倍成本,实际上是3X0.9=2.7倍
			<Effect type ='Data' amount ='2.70' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>



这个是旧版本的截图。

techtreey.xml - 记事本
	<Tech name ='Age0Russian' type ='Normal'>
		<DBID>214</DBID>
		<Status>UNOBTAINABLE</Status>
		<Flag>Shadow</Flag>
		<Effects>
			<Effect type ='Data' amount ='3.00' subtype ='BuildBounty' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='Data' amount ='2.70' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</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'>GuardCossacks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranCossacks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchWesternization</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchKalmucks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchBashkirPonies</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Cossack</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'>HouseEast</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>ChurchPetrineReforms</Effect>
			<Effect type ='TechStatus' status ='obtainable'>RGPavlovGrenadiers</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'>GuardStrelets</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranStrelets</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialCossack</Effect>
			<Effect type ='TechStatus' status ='obtainable'>RGTartarLoyalists</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialTartarLoyalist</Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranGrenadiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialPavlovs</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialStrelets</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialOprichniks</Effect>
			<Effect type ='TechStatus' status ='obtainable'>GuardOprichniks</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Strelet</Target></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 ='2.12' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Stable</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianWarMinisterRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
			<Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Settler</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianAdventurerRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianScoutRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>PoliticianBishop</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'>Mortar</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Blockhouse</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'>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 ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>FishingBoat</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 ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianKingsMusketeerRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGentlemanPirateRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianQuartermasterRussian</Effect>
			<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceRussian</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'>Oprichnik</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>CavalryArcher</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Grenadier</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 ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Caravel</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>FrontierBlockhouse</Effect>
			<Effect type ='Data' amount ='-1.00' subtype ='AllowedAge' relativity ='Absolute'>
				<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Culverin</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>FortifiedBlockhouse</Effect>
			<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='TechStatus' status ='active'>Levy</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'>ImperialManOWar</Effect>
			<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Strelet</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Musketeer</Target></Effect>
			<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
				<Target type ='ProtoUnit'>Halberdier</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>VeteranCavalryArchersShadow</Effect>
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
				<Target type ='ProtoUnit'>Saloon</Target></Effect>
			<Effect type ='TechStatus' status ='obtainable'>XPRevolutionBolivar</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'>IncendiaryGrenades</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>






(官方设定的)丢雷楼某的捆绑训练。




如果看完上面还不会制作旗军的,你可以放弃了。你不适合玩电脑。