<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_LION</Class>
			<Type>UNIT_LION</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LION</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->			
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LYNX</Class>
			<Type>UNIT_LYNX</Type>
			<UniqueNames>
				<UniqueName>Sauron</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LYNX</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->			
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LYNX</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEAR</Class>
			<Type>UNIT_BEAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BEAR</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PANTHER</Class>
			<Type>UNIT_PANTHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PANTHER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WOLF</Class>
			<Type>UNIT_WOLF</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOLF</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BENGALTIGER</Class>
			<Type>UNIT_BENGALTIGER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BENGALTIGER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BENGALTIGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHEETAH</Class>
			<Type>UNIT_CHEETAH</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHEETAH</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHEETAH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ELEPHANT</Class>
			<Type>UNIT_ELEPHANT</Type>
			<UniqueNames>
				<UniqueName>Cybah</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GORILLA</Class>
			<Type>UNIT_GORILLA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GORILLA</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GORILLA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_POLARBEAR</Class>
			<Type>UNIT_POLARBEAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLARBEAR</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>5</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLARBEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOOSE</Class>
			<Type>UNIT_MOOSE</Type>
			<UniqueNames>
				<UniqueName>BadMoose</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOOSE</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOOSE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RHINO</Class>
			<Type>UNIT_RHINO</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RHINO</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RHINO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GIANT_TORTOISE</Class>
			<Type>UNIT_GIANT_TORTOISE</Type>
			<UniqueNames>
				<UniqueName>HeyI</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GIANT_TORTOISE</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GIANT_TORTOISE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SIBERIANTIGER</Class>
			<Type>UNIT_SIBERIANTIGER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SIBERIANTIGER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SIBERIANTIGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HYENA</Class>
			<Type>UNIT_HYENA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HYENA</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>3</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HYENA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PENGUIN</Class>
			<Type>UNIT_PENGUIN</Type>
			<UniqueNames>
				<UniqueName>Rucivfan</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PENGUIN</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>3</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PENGUIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_JAGUAR</Class>
			<Type>UNIT_JAGUAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JAGUAR</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JAGUAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WILDBOAR</Class>
			<Type>UNIT_WILDBOAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WILDBOAR</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WILDBOAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERGZIEGE</Class>
			<Type>UNIT_BERGZIEGE</Type>
			<UniqueNames>
				<UniqueName>Vanguard</UniqueName> 
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BERGZIEGE</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERGZIEGE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STIER</Class>
			<Type>UNIT_STIER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STIER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SETTLER</Class>
			<Type>UNIT_SETTLER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SETTLER</Description>
			<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>1</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>1</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>0</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>4</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>4</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKER</Class>
			<Type>UNIT_WORKER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WORKER</Description>
			<Civilopedia>TXT_KEY_UNIT_WORKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WORKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>1</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<!-- Afforess Advanced Diplomacy -->
			<bWorkerTrade>0</bWorkerTrade>
			<!-- Afforess Advanced Diplomacy -->
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_RAILROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WATERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WELL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FOREST_PRESERVE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_NOMAD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SOLAR_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WORKER</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_WORKERMODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKER</Class>
			<Type>UNIT_INDIAN_FAST_WORKER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDIAN_FAST_WORKER</Description>
			<Civilopedia>TXT_KEY_UNIT_INDIAN_FAST_WORKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDIAN_FAST_WORKER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>1</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_RAILROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WATERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WELL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FOREST_PRESERVE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_NOMAD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SOLAR_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDIAN_FAST_WORKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKER</Class>
			<Type>UNIT_MALINESE_WORKER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MALINESE_WORKER</Description>
			<Civilopedia>TXT_KEY_UNIT_MALINESE_WORKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MALINESE_WORKER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_MALINESE_WORKER_HELP</Help>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>1</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_RAILROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WATERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WELL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FOREST_PRESERVE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_NOMAD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SOLAR_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>134</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MALINESE_WORKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CLONES</Class>
			<Type>UNIT_CLONES</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_CLONES</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CLONES</Description>
			<Civilopedia>TXT_KEY_UNIT_CLONES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CLONES_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_CLONES_HELP</Help>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>1</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_RAILROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WATERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WELL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FOREST_PRESERVE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_NOMAD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SOLAR_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_CLONING_FACTORY</PrereqBuilding>
			<PrereqTech>TECH_CLONING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>80</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>150</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>4</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CLONEWORKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>	
		<UnitInfo>
			<Class>UNITCLASS_WORKBOAT</Class>
			<Type>UNIT_WORKBOAT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_WORKER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WORK_BOAT</Description>
			<Civilopedia>TXT_KEY_UNIT_WORK_BOAT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WORK_BOAT_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>1</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_FISHING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WHALING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_OFFSHORE_PLATFORM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FISHING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>30</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs>
				<TerrainPassableTech>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<PassableTech>TECH_ASTRONOMY</PassableTech>
				</TerrainPassableTech>
			</TerrainPassableTechs>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WORKBOAT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_WORKBOAT_MODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKBOAT</Class>
			<Type>UNIT_POLYNESE_WORKBOAT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_WORKER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLYNESE_WORKBOAT</Description>
			<Civilopedia>TXT_KEY_UNIT_WORK_BOAT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLYNESE_WORKBOAT_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>1</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_FISHING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WHALING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_OFFSHORE_PLATFORM</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FISHING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>20</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs>
				<TerrainPassableTech>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<PassableTech>TECH_ASTRONOMY</PassableTech>
				</TerrainPassableTech>
			</TerrainPassableTechs>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLYNESE_WORKBOAT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_POLYNESE_WORKBOAT</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_SCOUT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCOUT</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOUT_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EXPLORER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>12</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>200</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_SCOUT</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_SCOUT</MiddleArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_CELTIC_SCOUT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CELTIC_SCOUT</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CELTIC_SCOUT_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EXPLORER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>12</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>200</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CELTIC_SCOUT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CELTIC_SCOUT</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_CELTIC_SCOUT</MiddleArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_ANIMAL_KEEPER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ANIMAL_KEEPER</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_KEEPER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EXPLORER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>12</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>300</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>5</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>5</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ANIMAL_KEEPER</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_ANIMAL_KEEPER</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_ANIMAL_KEEPER</MiddleArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHEETAH</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXPLORER</Class>
			<Type>UNIT_EXPLORER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXPLORER</Description>
			<Civilopedia>TXT_KEY_UNIT_EXPLORER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXPLORER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPASS</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EXPLORER</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_EXPLORER</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_EXPLORER</MiddleArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GUERILLA1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPY</Class>
			<Type>UNIT_SPY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPY</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SPY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ESPIONAGE_PEDIA_SR</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>1</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SPY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ALPHABET</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_CUNNING</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>1</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ANCIENT_SPY</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_SPY</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			<!-- rucivfan_unit_generate_profit rugp[ -->
			<GenerateProfitType>GENERATE_PROFIT_SPY</GenerateProfitType>
			<!-- ]rucivfan_unit_generate_profit rugp -->
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_1</Class>
			<Type>UNIT_EXECUTIVE_1</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_1</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_1</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_1</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_1</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_1</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_2</Class>
			<Type>UNIT_EXECUTIVE_2</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_2</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_2</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_2</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_2</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_2</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_3</Class>
			<Type>UNIT_EXECUTIVE_3</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_3</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_3</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_3</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_3</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_3</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_4</Class>
			<Type>UNIT_EXECUTIVE_4</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_4</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_4</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_4</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_4</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_4</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_5</Class>
			<Type>UNIT_EXECUTIVE_5</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_5</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_5</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_5</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_5</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_5</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_6</Class>
			<Type>UNIT_EXECUTIVE_6</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_6</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_6</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_6</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_6</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_6</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EXECUTIVE_7</Class>
			<Type>UNIT_EXECUTIVE_7</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EXECUTIVE_7</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EXECUTIVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_7</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>CORPORATION_7</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CEO_7</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_CEO_7</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_JEWISH_MISSIONARY</Class>
			<Type>UNIT_JEWISH_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JEWISH_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_JEWISH_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_JUDAISM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_JUDAISM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_JEWISH_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JEWISH_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHRISTIAN_MISSIONARY</Class>
			<Type>UNIT_CHRISTIAN_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_CHRISTIANITY</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_CHRISTIANITY</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_CHRISTIAN_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHRISTIAN_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ISLAMIC_MISSIONARY</Class>
			<Type>UNIT_ISLAMIC_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ISLAMIC_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ISLAMIC_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_ISLAM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_ISLAM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_ISLAMIC_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ISLAMIC_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HINDU_MISSIONARY</Class>
			<Type>UNIT_HINDU_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HINDU_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HINDU_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_HINDUISM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_HINDUISM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_HINDU_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HINDU_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BUDDHIST_MISSIONARY</Class>
			<Type>UNIT_BUDDHIST_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BUDDHIST_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BUDDHIST_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_BUDDHISM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_BUDDHISM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_BUDDHIST_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BUDDHIST_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CONFUCIAN_MISSIONARY</Class>
			<Type>UNIT_CONFUCIAN_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CONFUCIAN_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CONFUCIAN_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_CONFUCIANISM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_CONFUCIANISM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_CONFUCIAN_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CONFUCIAN_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TAOIST_MISSIONARY</Class>
			<Type>UNIT_TAOIST_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TAOIST_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TAOIST_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_TAOISM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_TAOISM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_TAOIST_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TAOIST_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_OLYMP_MISSIONARY</Class>
			<Type>UNIT_OLYMP_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OLYMP_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OLYMP_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_OLYMP</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_OLYMP</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_OLYMP_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OLYMP_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASEN_MISSIONARY</Class>
			<Type>UNIT_ASEN_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ASEN_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ASEN_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_ASEN</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_ASEN</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_ASEN_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ASEN_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_VOODOO_MISSIONARY</Class>
			<Type>UNIT_VOODOO_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VOODOO_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VOODOO_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_VOODOO</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_VOODOO</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_VOODOO_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VOODOO_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHINTO_MISSIONARY</Class>
			<Type>UNIT_SHINTO_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHINTO_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHINTO_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_SHINTO</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_SHINTO</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_SHINTO_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHINTO_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ZORO_MISSIONARY</Class>
			<Type>UNIT_ZORO_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ZORO_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ZORO_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_ZORO</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_ZORO</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_ZORO_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ZORO_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RA_MISSIONARY</Class>
			<Type>UNIT_RA_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RA_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RA_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_RA</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_RA</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_RA_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RA_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TOLTEC_MISSIONARY</Class>
			<Type>UNIT_TOLTEC_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TOLTEC_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TOLTEC_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_TOLTEC</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_TOLTEC</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_TOLTEC_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TOLTEC_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHAMAN_MISSIONARY</Class>
			<Type>UNIT_SHAMAN_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHAMAN_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHAMAN_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_SHAMAN</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_SHAMAN</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_SHAMAN_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHAMAN_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FREEM_MISSIONARY</Class>
			<Type>UNIT_FREEM_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FREEM_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FREEM_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_FREEM</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_FREEM</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_FREEM_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FREEM_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRUID_MISSIONARY</Class>
			<Type>UNIT_DRUID_MISSIONARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DRUID_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DRUID_MISSIONARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_DRUID</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>RELIGION_DRUID</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_DRUID_MONASTERY</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRUID_MISSIONARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_WARRIOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WARRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WARRIOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPEARMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>15</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>1</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>8</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_INCAN_QUECHUA</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INCAN_QUECHUA</Description>
			<Civilopedia>TXT_KEY_UNIT_INCAN_QUECHUA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INCAN_QUECHUA_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPEARMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>15</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>1</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INCAN_QUECHUA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_AXEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AXEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_AXEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>7</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_GREEK_PHALANX</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREEK_PHALANX_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_GREEK_PHALANX_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREEK_PHALANX_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>25</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>25</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>10</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREEK_PHALANX</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_SUMERIAN_VULTURE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUMERIAN_VULTURE</Description>
			<Civilopedia>TXT_KEY_UNIT_SUMERIAN_VULTURE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUMERIAN_VULTURE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>7</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUMERIAN_VULTURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_NATIVE_AMERICA_DOG_SOLDIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NATIVE_AMERICA_DOG_SOLDIER</Description>
			<Civilopedia>TXT_KEY_UNIT_NATIVE_AMERICA_DOG_SOLDIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NATIVE_AMERICA_DOG_SOLDIER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>7</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NATIVE_AMERICA_DOG_SOLDIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SURVIVOR1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_AZTEC_JAGUAR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AZTEC_JAGUAR</Description>
			<Civilopedia>TXT_KEY_UNIT_AZTEC_JAGUAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AZTEC_JAGUAR_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>10</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>10</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AZTEC_JAGUAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_ZULU_IBUTHO</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ZULU_IBUTHO</Description>
			<Civilopedia>TXT_KEY_UNIT_ZULU_IBUTHO_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ZULU_IBUTHO_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>7</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ZULU_IBUTHO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_TIBETAN_AXEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TIBETAN_AXEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_TIBETAN_LAMA_PAAI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TIBETAN_AXEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>7</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TIBETAN_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACEMAN</Class>
			<Type>UNIT_MACEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MACEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_MACEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MACEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MACHINERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>17</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MACEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACEMAN</Class>
			<Type>UNIT_VARANGIAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VARANGIAN</Description>
			<Civilopedia>TXT_KEY_UNIT_VARANGIAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VARANGIAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MACHINERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>			
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>25</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>20</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VARANGIAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACEMAN</Class>
			<Type>UNIT_HOLY_ROMAN_DOPPEL</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HOLY_ROMAN_DOPPEL</Description>
			<Civilopedia>TXT_KEY_UNIT_HOLY_ROMAN_DOPPEL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HOLY_ROMAN_DOPPEL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_MELEE</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MACHINERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>17</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HOLY_ROMAN_DOPPEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACEMAN</Class>
			<Type>UNIT_INDONESIAN_MACEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDONESIAN_MACEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_INDONESIAN_MACEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDONESIAN_MACEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>17</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDONESIAN_MACEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACEMAN</Class>
			<Type>UNIT_MAYAN_PUMA</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAYAN_PUMA</Description>
			<Civilopedia>TXT_KEY_UNIT_MAYAN_PUMA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAYAN_PUMA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>17</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAYAN_PUMA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_SWORDSMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SWORDSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SWORDSMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SWORDSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>15</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_CELTIC_GALLIC_WARRIOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CELTIC_GALLIC_WARRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_CELTIC_WARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CELTIC_GALLIC_WARRIOR_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>15</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CELTIC_BARBARIAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_ROME_LEGION</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROME_LEGION</Description>
			<Civilopedia>TXT_KEY_UNIT_ROME_LEGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROME_LEGION_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>16</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROME_LEGION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_BABYLON_SWORDSMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BABYLON_SWORDSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SWORDSMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BABYLON_SWORDSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>20</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>7</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABYLON_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>	
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_ISRAEL_SWORDSMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ISRAEL_SWORDSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ISRAEL_SWORDSMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ISRAEL_SWORDSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ISRAEL_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_TACTICS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_SUMERIAN_SICLEWARRIOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUMERIAN_SICLEWARRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_SUMERIAN_SICLEWARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUMERIAN_SICLEWARRIOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>15</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUMERIAN_SICLEWARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COVER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_HITTITE_SWORDSMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HITTITE_SWORDSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_HITTITE_SWORDSMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HITTITE_SWORDSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SWORDSMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>9</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HITTITE_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_SWORDSMASTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SWORDSMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_SWORDSMASTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SWORDSMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>19</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMASTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_POLYNESE_KOA</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLYNESE_KOA</Description>
			<Civilopedia>TXT_KEY_UNIT_POLYNESE_KOA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLYNESE_KOA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>19</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLYNESE_KOA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_SCOTTISH_HIGHLANDER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCOTTISH_HIGHLANDER</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOTTISH_HIGHLANDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOTTISH_HIGHLANDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>19</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCOTTISH_HIGHLANDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_VIKING_HOUSECARL</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VIKING_HOUSECARL</Description>
			<Civilopedia>TXT_KEY_UNIT_VIKING_HOUSECARL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VIKING_HOUSECARL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>19</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VIKING_HOUSECARL1</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VIKING_HOUSECARL2</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VIKING_HOUSECARL3</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_CARIBBEAN_SWORDSMASTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARIBBEAN_SWORDSMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_CARIBBEAN_SWORDSMASTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARIBBEAN_SWORDSMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>50</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>			
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>			
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>19</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARIBBEAN_SWORDSMASTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BANDEIRA</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SWORDSMASTER</Class>
			<Type>UNIT_JAPAN_SAMURAI</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JAPAN_SAMURAI</Description>
			<Civilopedia>TXT_KEY_UNIT_JAPAN_SAMURAI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_JAPAN_SAMURAI_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>22</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JAPAN_SAMURAI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_SPEARMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPEARMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SPEARMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPEARMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_ZULU_IMPI</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ZULU_IMPI</Description>
			<Civilopedia>TXT_KEY_UNIT_ZULU_IMPI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ZULU_IMPI_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ZULU_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_MAYA_HOLKAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAYA_HOLKAN</Description>
			<Civilopedia>TXT_KEY_UNIT_MAYA_HOLKAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HOLKAN_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAYA_HOLKAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_AZTEC_JAGUAR2</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AZTEC_JAGUAR2</Description>
			<Civilopedia>TXT_KEY_UNIT_AZTEC_JAGUAR2_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AZTEC_JAGUAR2_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AZTEC_JAGUAR2</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_CARTHAGE_SACRED_BAND</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARTHAGE_SACRED_BAND</Description>
			<Civilopedia>TXT_KEY_UNIT_CARTHAGE_SACRED_BAND_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARTHAGE_SACRED_BAND_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>10</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARTHAGE_SACRED_BAND</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_INCAN_SPEARMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INCAN_SPEARMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_INCAN_SPEARMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INCAN_SPEARMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_MOUNTED</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INCAN_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FORMATION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPEARMAN</Class>
			<Type>UNIT_KHMER_PHAKAK</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KHMER_PHAKAK</Description>
			<Civilopedia>TXT_KEY_UNIT_KHMER_PHAKAK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KHMER_PHAKAK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PIKEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HUNTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>150</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>5</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KHMER_PHAKAK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIKEMAN</Class>
			<Type>UNIT_PIKEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PIKEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_PIKEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PIKEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FEUDALISM</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>15</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PIKEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIKEMAN</Class>
			<Type>UNIT_HOLY_ROMAN_LANDSKNECHT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HOLY_ROMAN_LANDSKNECHT</Description>
			<Civilopedia>TXT_KEY_UNIT_HOLY_ROMAN_LANDSKNECHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HOLY_ROMAN_LANDSKNECHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FEUDALISM</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>18</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HOLY_ROMAN_LANDSKNECHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIKEMAN</Class>
			<Type>UNIT_NETHERLANDS_SWISS_MERCENARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NETHERLANDS_SWISS_MERCENARY</Description>
			<Civilopedia>TXT_KEY_UNIT_NETHERLANDS_SWISS_MERCENARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NETHERLANDS_SWISS_MERCENARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FEUDALISM</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>50</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>15</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NETHERLANDS_SWISS_MERCENARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIKEMAN</Class>
			<Type>UNIT_INDONESIAN_PIKEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDONESIAN_PIKEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_INDONESIAN_PIKEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDONESIAN_PIKEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>15</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDONESIAN_PIKEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIKEMAN</Class>
			<Type>UNIT_SCOTTISH_SHELTRON</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCOTTISH_SHELTRON</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOTTISH_SHELTRON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOTTISH_SHELTRON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MONARCHY</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>15</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCOTTISH_SHELTRON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FORMATION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_FANATIC</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FANATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_FANATIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FANATIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRENADIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FANATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_PERSIA_IMMORTAL</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PERIA_IMMORTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_PERSIA_IMMORTAL_PEDIA_NEW</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PERSIA_IMMORTAL_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PERSIA_IMMORTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMORTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LEADERSHIP</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_AZTEC_FANATIC</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AZTEC_FANATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_AZTEC_FANATIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AZTEC_FANATIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_FANATIC</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
			</UnitClassTargets>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_SPECIAL</UnitCombatTargetType>
					<bUnitCombatTarget>0</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders>
				<UnitClassDefender>
					<UnitClassDefenderType>UNITCLASS_FANATIC</UnitClassDefenderType>
					<bUnitClassDefender>1</bUnitClassDefender>
				</UnitClassDefender>
			</UnitClassDefenders>
			<UnitCombatDefenders>
				<UnitCombatDefender>
					<UnitCombatDefenderType>UNITCOMBAT_SPECIAL</UnitCombatDefenderType>
					<bUnitCombatDefender>0</bUnitCombatDefender>
				</UnitCombatDefender>
			</UnitCombatDefenders>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SPECIAL</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AZTEC_FANATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FEARLESS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_BERBER_FANATIC</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BERBER_FANATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_BERBER_FANATIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BERBER_FANATIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>13</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>25</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERBER_FANATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GHAZI</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions>
				<LockPromotion>
					<PromotionType>PROMOTION_LEADER</PromotionType>
					<bLockPromotion>1</bLockPromotion>
				</LockPromotion>
			</LockPromotions>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes>
				<PromoteAsUnitClassType>
					<UnitClassType>UNIT_CAVALRY</UnitClassType>
					<bPromoteAs>1</bPromoteAs>
				</PromoteAsUnitClassType>
			</PromoteAsUnitClassTypes>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_CELTIC_FANATIC</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CELTIC_FANATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_CELTIC_FANATIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CELTIC_FANATIC_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_CELTIC_FANATIC_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>500</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_IRON</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CELTIC_FANATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_LEADER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_EGYPT_PHARAO_GUARD</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EGYPT_PHARAO_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_EGYPT_PHARAO_GUARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EGYPT_PHARAO_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIOTPOLICE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MONARCHY</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>2</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EGYPT_PHARAO_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_RIOTPOLICE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_GREEK_SPARTAN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREEK_SPARTAN</Description>
			<Civilopedia>TXT_KEY_UNIT_GREEK_SPARTAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREEK_SPARTAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREEK_SPARTAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SPARTAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_HITTITE_AMAZON</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HITTITE_AMAZON</Description>
			<Civilopedia>TXT_KEY_UNIT_HITTITE_AMAZON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HITTITE_AMAZON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HITTITE_AMAZON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PIERCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_JAPANESE_NINJA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JAPANESE_NINJA</Description>
			<Civilopedia>TXT_KEY_UNIT_JAPANESE_NINJA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_JAPANESE_NINJA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MACHINERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>115</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>2</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JAPANESE_NINJA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_MONGOL_KHANS_GUARD</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MONGOL_KHANS_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_MONGOL_KHANS_GUARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MONGOL_KHANS_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>			
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>500</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>0</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MONGOL_KHANS_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_INSPIRATION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions>
				<LockPromotion>
					<PromotionType>PROMOTION_LEADER</PromotionType>
					<bLockPromotion>1</bLockPromotion>
				</LockPromotion>
			</LockPromotions>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes>
				<PromoteAsUnitClassType>
					<UnitClassType>UNIT_CAVALRY</UnitClassType>
					<bPromoteAs>1</bPromoteAs>
				</PromoteAsUnitClassType>
			</PromoteAsUnitClassTypes>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_NATIVE_AMERICA_BRULE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NATIVE_AMERICA_BRULE</Description>
			<Civilopedia>TXT_KEY_UNIT_NATIVE_AMERICA_BRULE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NATIVE_AMERICA_BRULE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_PHILOSOPHY</PrereqTech>
			<TechTypes>			
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>			
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>0</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NATIVE_AMERICA_BRULE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FAITH_HEALING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions>
				<LockPromotion>
					<PromotionType>PROMOTION_LEADER</PromotionType>
					<bLockPromotion>1</bLockPromotion>
				</LockPromotion>
			</LockPromotions>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes>
				<PromoteAsUnitClassType>
					<UnitClassType>UNIT_CAVALRY</UnitClassType>
					<bPromoteAs>1</bPromoteAs>
				</PromoteAsUnitClassType>
			</PromoteAsUnitClassTypes>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_ROME_PRAETORIAN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROME_PRAETORIAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ROME_PRAETORIAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROME_PRAETORIAN_STRATEGY_NEW2</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MONARCHY</PrereqTech>
			<TechTypes>			
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			</TechTypes>			
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>250</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FANATIC</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROME_PRAETORIAN_NEW</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ROYAL_GUARD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_RUSSIA_OPRICHNIK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RUSSIA_OPRICHNIK</Description>
			<Civilopedia>TXT_KEY_UNIT_RUSSIA_OPRICHNIK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RUSSIA_OPRICHNIK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>			
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>0</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RUSSIA_OPRICHNIK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_TERROR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions>
				<LockPromotion>
					<PromotionType>PROMOTION_LEADER</PromotionType>
					<bLockPromotion>1</bLockPromotion>
				</LockPromotion>
			</LockPromotions>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes>
				<PromoteAsUnitClassType>
					<UnitClassType>UNIT_CAVALRY</UnitClassType>
					<bPromoteAs>1</bPromoteAs>
				</PromoteAsUnitClassType>
			</PromoteAsUnitClassTypes>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_VIKING_BESERKER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VIKING_BESERKER</Description>
			<Civilopedia>TXT_KEY_CHANGED_UNIT_VIKING_BESERKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VIKING_BESERKER_STRATEGY_NEW</Strategy>
			<Help>TXT_KEY_UNIT_VIKING_BESERKER_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VIKING_BESERKER_NEW</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPOILS_OF_WAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FANATIC</Class>
			<Type>UNIT_TIBETAN_FANATIC</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TIBETAN_FANATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_TIBETAN_LAMA_PAAI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TIBETAN_FANATIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
			<TechTypes>			
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>			
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
					<iProductionTrait>50</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TIBETAN_FANATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GRANDMASTER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_ARCHER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>3</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_MALI_SKIRMISHER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MALI_SKIRMISHER</Description>
			<Civilopedia>TXT_KEY_UNIT_MALI_SKIRMISHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MALI_SKIRMISHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>6</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MALI_SKIRMISHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_BABYLON_BOWMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BABYLON_BOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_BABYLON_BOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BABYLON_BOWMAN_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>30</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>75</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>3</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABYLON_BOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_INCAN_SLINGMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INCAN_SLINGMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_INCAN_SLINGMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INCAN_SLINGMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>3</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INCAN_SLINGMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_ISRAEL_SLINGMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ISRAEL_SLINGMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ISRAEL_SLINGMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ISRAEL_SLINGMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SPEARMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SPEARMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ISRAEL_SLINGMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_MAYA_ATLATL</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAYA_ATLATL</Description>
			<Civilopedia>TXT_KEY_UNIT_MAYA_ATLATL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAYA_ATLATL_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_MAYA_ATLATL_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAYA_ATLATL2</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_LONGBOWMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LONGBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LONGBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LONGBOWMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>45</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>11</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_CHINESE_MANCHU</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHINESE_MANCHU</Description>
			<Civilopedia>TXT_KEY_UNIT_CHINESE_MANCHU_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHINESE_MANCHU_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bRenderBelowWater>0</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>45</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>11</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHINESE_MANCHU</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_ENGLISH_YEOMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ENGLISH_YEOMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ENGLISH_YEOMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ENGLISH_YEOMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>45</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>7</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>14</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ENGLISH_YEOMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DRILL1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_SCYTHIAN_LONGBOWMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCYTHIAN_LONGBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SCYTHIAN_LONGBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCYTHIAN_LONGBOWMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>45</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>2</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>11</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCYTHIAN_LONGBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CROSSBOWMAN</Class>
			<Type>UNIT_CROSSBOWMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CROSSBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_CROSSBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CROSSBOWMAN_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>55</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_IRON</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>13</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CROSSBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CROSSBOWMAN</Class>
			<Type>UNIT_CHINA_CHOKONU</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHINA_CHOKONU</Description>
			<Civilopedia>TXT_KEY_UNIT_CHINA_CHOKONU_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHINA_CHOKONU_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MUSKETMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>55</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_IRON</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>13</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHINA_CHOKONU</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MUSKETMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_FRENCH_MUSKETEER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FRENCH_MUSKETEER</Description>
			<Civilopedia>TXT_KEY_UNIT_FRENCH_MUSKETEER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRENCH_MUSKETEER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>11</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>22</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>11</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FRENCH_MUSKETEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_OTTOMAN_JANISSARY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OTTOMAN_JANISSARY</Description>
			<Civilopedia>TXT_KEY_UNIT_OTTOMAN_JANISSARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OTTOMAN_JANISSARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OTTOMAN_JANISSARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_ETHIOPIAN_OROMO_WARRIOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ETHIOPIAN_OROMO_WARRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_ETHIOPIAN_OROMO_WARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ETHIOPIAN_OROMO_WARRIOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ETHIOPIAN_OROMO_WARRIOR_ORANGE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ETHIOPIAN_OROMO_WARRIOR_BLUE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ETHIOPIAN_OROMO_WARRIOR_GREEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DRILL1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_POLYNESE_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLYNESE_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_POLYNESE_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLYNESE_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>50</iAmphibAttackModifier>
			<iAmphibDefenseModifier>25</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MUSKETMAN_POLYNESIA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_SCOTTISH_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCOTTISH_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOTTISH_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOTTISH_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>25</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCOTTISH_MUSKETMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_SPANISH_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPANISH_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_SPANISH_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPANISH_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPANISH_MUSKETMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FORMATION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_CARIBBEAN_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARIBBEAN_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_CARIBBEAN_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARIBBEAN_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bRenderBelowWater>0</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARIBBEAN_MUSKETMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUSKETMAN</Class>
			<Type>UNIT_HUNGARY_MUSKETMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HUNGARY_MUSKETMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_HUNGARY_MUSKETMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HUNGARY_MUSKETMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>21</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>1</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HUNGARY_MUSKETMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIFLEMAN</Class>
			<Type>UNIT_RIFLEMAN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RIFLEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_RIFLEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RIFLEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>25</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RIFLEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIFLEMAN</Class>
			<Type>UNIT_ENGLISH_REDCOAT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ENGLISH_REDCOAT</Description>
			<Civilopedia>TXT_KEY_UNIT_ENGLISH_REDCOAT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ENGLISH_REDCOAT_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>28</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ENGLISH_REDCOAT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIFLEMAN</Class>
			<Type>UNIT_AMERICAN_BLUECOAT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AMERICAN_BLUECOAT</Description>
			<Civilopedia>TXT_KEY_UNIT_AMERICAN_BLUECOAT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AMERICAN_BLUECOAT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>28</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AMERICAN_BLUECOAT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIFLEMAN</Class>
			<Type>UNIT_AUSTRIAN_JAEGER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AUSTRIAN_JAEGER</Description>
			<Civilopedia>TXT_KEY_UNIT_AUSTRIAN_JAEGER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AUSTRIAN_JAEGER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>10</iCityAttack>
			<iCityDefense>10</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>10</iHillsAttack>
			<iHillsDefense>10</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>0</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>0</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>20</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>28</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AUSTRIAN_JAEGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIFLEMAN</Class>
			<Type>UNIT_PORTUGAL_CASSADOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PORTUGAL_CASSADOR</Description>
			<Civilopedia>TXT_KEY_UNIT_PORTUGAL_CASSADOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PORTUGAL_CASSADOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>28</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PORTUGAL_CASSADOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GRENADIER</Class>
			<Type>UNIT_GRENADIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GRENADIER</Description>
			<Civilopedia>TXT_KEY_UNIT_GRENADIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GRENADIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_RIFLEMAN</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MUSKETMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>23</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GRENADIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GRENADIER</Class>
			<Type>UNIT_ARABIAN_GRENADIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARABIAN_GRENADIER</Description>
			<Civilopedia>TXT_KEY_UNIT_ARABIAN_GRENADIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARABIAN_GRENADIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CHEMISTRY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_RIFLEMAN</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MUSKETMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>26</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARABIAN_GRENADIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GRENADIER</Class>
			<Type>UNIT_KOREAN_GRENADIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KOREAN_GRENADIER</Description>
			<Civilopedia>TXT_KEY_UNIT_KOREAN_GRENADIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KOREAN_GRENADIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FLAMETHROWER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_RIFLEMAN</UnitClassTargetType>
					<bUnitClassTarget>0</bUnitClassTarget>
				</UnitClassTarget>
			</UnitClassTargets>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_RIFLEMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_RIFLEMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>26</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KOREAN_GRENADIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_INFANTRY</Class>
			<Type>UNIT_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<MaxStartEra>NONE</MaxStartEra>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>31</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_INFANTRY</Class>
			<Type>UNIT_BERBER_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BERBER_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_BERBER_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BERBER_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>31</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERBER_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_INFANTRY</Class>
			<Type>UNIT_INDIAN_GURKHA</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDIAN_GURKHA</Description>
			<Civilopedia>TXT_KEY_UNIT_INDIAN_GURKHA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDIAN_GURKHA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>31</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDIAN_GURKHA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMBAT1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FLAMETHROWER</Class>
			<Type>UNIT_FLAMETHROWER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FLAMETHROWER</Description>
			<Civilopedia>TXT_KEY_UNIT_FLAMETHROWER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLAMETHROWER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_MACHINE_GUN</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
			</UnitClassTargets>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_TRENCH</UnitCombatTargetType>
					<bUnitCombatTarget>0</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>29</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FLAMETHROWER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FLAMETHROWER</Class>
			<Type>UNIT_POLAND_BLUE_ARMY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLAND_BLUE_ARMY</Description>
			<Civilopedia>TXT_KEY_UNIT_POLAND_BLUE_ARMY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLAND_BLUE_ARMY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_TRENCH</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>32</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLAND_BLUE_ARMY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_INFANTRY</Class>
			<Type>UNIT_MODERN_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_MODERN_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERN_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_APU</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SATELLITES</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>33</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>0</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MECHANIZED_INFANTRY</Class>
			<Type>UNIT_MECHANIZED_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MECHANIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MECHANIZED_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_MECHANIZED_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MECHANIZED_INFANTRY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_APU</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROBOTICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>32</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>30</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>35</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MECHANIZED_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_APU</Class>
			<Type>UNIT_APU</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MECHANIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_APU</Description>
			<Civilopedia>TXT_KEY_UNIT_APU_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_APU_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COLD_FUSION</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>360</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>30</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>37</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_APU</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>0</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DEVASTATOR</Class>
			<Type>UNIT_DEVASTATOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MECHANIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DEVASTATOR</Description>
			<Civilopedia>TXT_KEY_UNIT_FUTURE_PLACEHOLDER</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DEVASTATOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_TRANSFORMATION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SHIELDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>1000</iAIWeight>
			<iCost>750</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>450</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>60</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ALIEN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>7</iAsset>
			<iPower>75</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.0</fMaxSpeed>
				<fPadTime>2.5</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DEVASTATOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARINE</Class>
			<Type>UNIT_MARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_MARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MARINE_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARINE</Class>
			<Type>UNIT_AMERICAN_USMC</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AMERICAN_USMC</Description>
			<Civilopedia>TXT_KEY_UNIT_AMERICAN_USMC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AMERICAN_USMC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_ANTIAIR</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>28</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AMERICAN_USMC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARINE</Class>
			<Type>UNIT_AUSTRIAN_SKI_TROOPS</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AUSTRIAN_SKI_TROOPS</Description>
			<Civilopedia>TXT_KEY_UNIT_AUSTRIAN_SKI_TROOPS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AUSTRIAN_SKI_TROOPS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>28</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AUSTRIAN_SKI_TROOPS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SURVIVOR1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SURVIVOR2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARINE</Class>
			<Type>UNIT_BABYLON_MARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BABYLON_MARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_BABYLON_MARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BABYLON_MARINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>0</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABYLON_MARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_INFANTRY</Class>
			<Type>UNIT_FRENCH_FOREIGN_LEGION</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FRENCH_FOREIGN_LEGION</Description>
			<Civilopedia>TXT_KEY_UNIT_FRENCH_FOREIGN_LEGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRENCH_FOREIGN_LEGION_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<MaxStartEra>NONE</MaxStartEra>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>31</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FRENCH_FOREIGN_LEGION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PARATROOPER</Class>
			<Type>UNIT_PARATROOPER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PARATROOPER</Description>
			<Civilopedia>TXT_KEY_UNIT_PARATROOPER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PARATROOPER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PARADROP</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FASCISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>30</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>6</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>25</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
			</FeatureDefenses>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>25</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PARATROOPER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PARATROOPER</Class>
			<Type>UNIT_ENGLISH_SAS</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ENGLISH_SAS</Description>
			<Civilopedia>TXT_KEY_UNIT_ENGLISH_SAS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ENGLISH_SAS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARATROOPER_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PARADROP</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FASCISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>130</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>6</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>27</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ENGLISH_SAS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PARATROOPER_FUTURE</Class>
			<Type>UNIT_PARATROOPER_FUTURE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PARATROOPER_FUTURE</Description>
			<Civilopedia>TXT_KEY_UNIT_PARATROOPER_FUTURE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PARATROOPER_FUTURE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PARADROP</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BIONICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>30</iAIWeight>
			<iCost>280</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>8</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>25</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>25</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureDefense>25</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>34</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PARATROOPER_FUTURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PEACEKEEPER</Class>
			<Type>UNIT_PEACEKEEPER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PEACEKEEPER</Description>
			<Civilopedia>TXT_KEY_UNIT_PEACEKEEPER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PEACEKEEPER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_UNITED_NATIONS</PrereqBuilding>
			<PrereqTech>TECH_FLIGHT</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>6</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>25</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PEACEKEEPER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIOTPOLICE</Class>
			<Type>UNIT_RIOTPOLICE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_SPECIAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RIOTPOLICE</Description>
			<Civilopedia>TXT_KEY_UNIT_RIOTPOLICE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RIOTPOLICE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIOTPOLICE_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RADIO</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_REPRESSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>100</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RIOTPOLICE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_RIOTPOLICE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIOTPOLICE</Class>
			<Type>UNIT_BRAZIL_RIOTPOLICE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_SPECIAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRAZIL_RIOTPOLICE</Description>
			<Civilopedia>TXT_KEY_UNIT_BRAZIL_RIOTPOLICE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BRAZIL_RIOTPOLICE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RIOTPOLICE_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RADIO</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_REPRESSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>100</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRAZIL_RIOTPOLICE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_RIOTPOLICE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RIOTPOLICE_FUTURE</Class>
			<Type>UNIT_RIOTPOLICE_FUTURE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_SPECIAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RIOTPOLICE_FUTURE</Description>
			<Civilopedia>TXT_KEY_UNIT_RIOTPOLICE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RIOTPOLICE_FUTURE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BIONICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_REPRESSIVE</ProductionTraitType>
					<iProductionTrait>0</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>250</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>100</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RIOTPOLICE_FUTURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_RIOTPOLICE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACHINE_GUN</Class>
			<Type>UNIT_MACHINE_GUN</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MACHINE_GUN</Description>
			<Civilopedia>TXT_KEY_UNIT_MACHINE_GUN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MACHINE_GUN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILROAD</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>27</iConscription>
			<iCultureGarrison>9</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MACHINE_GUN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MACHINE_GUN</Class>
			<Type>UNIT_KHMER_MACHINE_GUN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KHMER_MACHINE_GUN</Description>
			<Civilopedia>TXT_KEY_UNIT_KHMER_MACHINE_GUN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KHMER_MACHINE_GUN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILROAD</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>27</iConscription>
			<iCultureGarrison>9</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>17</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KHMER_MACHINE_GUN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMBUSH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_SNIPER</Class>
			<Type>UNIT_MODERN_SNIPER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISC</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_SNIPER</Description>
			<Civilopedia>TXT_KEY_UNIT_MODERN_SNIPER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERN_SNIPER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_APU</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>1</bInvisible>
			<bDefendInvisible>1</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_SNIPER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>0</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AT_INFANTRY</Class>
			<Type>UNIT_AT_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AT_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_AT_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AT_INFANTRY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_AT_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARTILLERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AT_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AT_INFANTRY</Class>
			<Type>UNIT_ETHIOPIAN_RPG7</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ETHIOPIAN_RPG7</Description>
			<Civilopedia>TXT_KEY_UNIT_ETHIOPIAN_RPG7_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ETHIOPIAN_RPG7_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_AT_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARTILLERY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>20</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ETHIOPIAN_RPG7</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMBUSH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_AT_INFANTRY</Class>
			<Type>UNIT_MODERN_AT_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_AT_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_AT_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERN_AT_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LCR_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_LASER</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>20</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_AT_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SAM_INFANTRY</Class>
			<Type>UNIT_SAM_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SAM_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_SAM_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SAM_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE_SAM</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LCR_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>40</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>150</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SAM_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LCR_INFANTRY</Class>
			<Type>UNIT_LCR_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_TRENCH</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LCR_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_LCR_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LCR_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BIONICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_LASER</PrereqTech>
			</TechTypes>	
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>135</iAIWeight>
			<iCost>260</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>40</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>125</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>36</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LCR_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_COMMANDO_INFANTRY</Class>
			<Type>UNIT_COMMANDO_INFANTRY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_COMMANDO_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_COMMANDO_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COMMANDO_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_SPECIAL</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PARADROP</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SATELLITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FASCISM</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>400</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>1</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SPECIAL_FORCES</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SPECIAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>50</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_COMMANDO_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_TACTICS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPECIAL_FORCES</Class>
			<Type>UNIT_SPECIAL_FORCES</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPECIAL_FORCES</Description>
			<Civilopedia>TXT_KEY_UNIT_SPECIAL_FORCES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPECIAL_FORCES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TERMINATOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_GUN</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_TRENCH</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_NATIONAL_SECURITY</PrereqBuilding>
			<PrereqTech>TECH_SATELLITES</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>320</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>25</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>34</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPECIAL_FORCES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_TACTICS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPECIAL_FORCES</Class>
			<Type>UNIT_INDONESIAN_SPECIAL_FORCES</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDONESIAN_SPECIAL_FORCES</Description>
			<Civilopedia>TXT_KEY_UNIT_INDONESIAN_SPECIAL_FORCES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDONESIAN_SPECIAL_FORCES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TERMINATOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_GUN</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_TRENCH</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_NATIONAL_SECURITY</PrereqBuilding>
			<PrereqTech>TECH_SATELLITES</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>320</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SPECIAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDONESIAN_SPECIAL_FORCES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_TACTICS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TERMINATOR</Class>
			<Type>UNIT_TERMINATOR</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_INFANTRY</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SPECIAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TERMINATOR</Description>
			<Civilopedia>TXT_KEY_UNIT_TERMINATOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TERMINATOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_GUN</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_MECHANIZED</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_TRENCH</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_NATIONAL_SECURITY</PrereqBuilding>
			<PrereqTech>TECH_CYBERNETICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAMATERIALS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>400</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SPECIAL_FORCES</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>38</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>25</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SPECIAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MECHANIZED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_TRENCH</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TERMINATOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_TACTICS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_CHARIOT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_CHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_THE_WHEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_EGYPT_WARCHARIOT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EGYPT_WARCHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_EGYPT_WARCHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EGYPT_WARCHARIOT_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_THE_WHEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EGYPT_WARCHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_HITTITE_CHARIOT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HITTITE_CHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_HITTITE_CHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HITTITE_CHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_THE_WHEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_ARCHER</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HITTITE_CHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_PERSIAN_WARCHARIOT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PERSIAN_WARCHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_PERSIAN_WARCHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PERSIAN_WARCHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_THE_WHEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PERSIAN_WARCHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_SUMERIAN_CHARIOT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUMERIAN_CHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_SUMERIAN_CHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUMERIAN_CHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_THE_WHEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUMERIAN_CHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_HORSE_ARCHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HORSE_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_HORSE_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HORSE_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_CARTHAGE_NUMIDIAN_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARTHAGE_NUMIDIAN_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_CARTHAGE_NUMIDIAN_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARTHAGE_NUMIDIAN_CAVALRY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARTHAGE_NUMIDIAN_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_MONGOL_KESHIK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MONGOL_KESHIK</Description>
			<Civilopedia>TXT_KEY_UNIT_MONGOL_KESHIK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MONGOL_KESHIK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MONGOL_KESHIK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_ARABIA_ANSAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARABIA_ANSAR</Description>
			<Civilopedia>TXT_KEY_UNIT_ARABIA_ANSAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARABIA_ANSAR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>10</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARABIA_ANSAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_GREEK_COMPANION</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREEK_COMPANION</Description>
			<Civilopedia>TXT_KEY_UNIT_GREEK_COMPANION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREEK_COMPANION_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>7</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREEK_COMPANION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_SCYTHIAN_HORSE_ARCHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCYTHIAN_HORSE_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_SCYTHIAN_HORSE_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCYTHIAN_HORSE_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LIGHT_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCYTHIAN_HORSE_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHT_CAVALRY</Class>
			<Type>UNIT_LIGHT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LIGHT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_LIGHT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LIGHT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIGHT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHT_CAVALRY</Class>
			<Type>UNIT_HOLY_ROMAN_LIGHT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HOLY_ROMAN_LIGHT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_HOLY_ROMAN_LIGHT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HOLY_ROMAN_LIGHT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_LIGHT_CAVALRY</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_LIGHT_CAVALRY</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HOLY_ROMAN_LIGHT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHT_CAVALRY</Class>
			<Type>UNIT_MALINESE_MANDEKULA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MALINESE_MANDEKULA</Description>
			<Civilopedia>TXT_KEY_UNIT_MALINESE_MANDEKULA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MALINESE_MANDEKULA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_CATAPULT</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_TREBUCHET</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
			</UnitClassTargets>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_SIEGE</UnitCombatTargetType>
					<bUnitCombatTarget>0</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MALINESE_MANDEKULA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHT_CAVALRY</Class>
			<Type>UNIT_SCYTHIAN_LIGHT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCYTHIAN_LIGHT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_SCYTHIAN_LIGHT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCYTHIAN_LIGHT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCYTHIAN_LIGHT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHT_CAVALRY</Class>
			<Type>UNIT_TIBETAN_LIGHT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TIBETAN_LIGHT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_TIBETAN_LIGHT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TIBETAN_LIGHT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAL_CASTING</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TIBETAN_LIGHT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_KNIGHT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KNIGHT</Description>
			<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KNIGHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>		
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_ARABIA_CAMELARCHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARABIA_CAMELARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_ARABIA_CAMELARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARABIA_CAMELARCHER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARABIA_CAMELARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_BYZANTINE_CATAPHRACT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BYZANTINE_CATAPHRACT</Description>
			<Civilopedia>TXT_KEY_UNIT_BYZANTINE_CATAPHRACT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BYZANTINE_CATAPHRACT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>11</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BYZANTINE_CATAPHRACT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_MONGOL_BATAAR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MONGOL_BATAAR</Description>
			<Civilopedia>TXT_KEY_UNIT_MONGOL_BATAAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MONGOL_BATAAR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>11</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>11</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MONGOL_BATAAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_OTTOMAN_SIPAHI</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OTTOMAN_SIPAHI</Description>
			<Civilopedia>TXT_KEY_UNIT_OTTOMAN_SIPAHI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OTTOMAN_SIPAHI_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_OTTOMAN_SIPAHI_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>75</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>9</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OTTOMAN_SIPAHI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_ELEPHANT</Class>
			<Type>UNIT_WAR_ELEPHANT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WAR_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_ELEPHANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WAR_ELEPHANT_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>50</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>2</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IVORY</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>25</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WAR_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_ELEPHANT</Class>
			<Type>UNIT_KHMER_BALLISTA_ELEPHANT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KHMER_BALLISTA_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_KHMER_BALLISTA_ELEPHANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KHMER_BALLISTA_ELEPHANT_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_MOUNTED</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>50</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>3</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IVORY</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KHMER_BALLISTA_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_ELEPHANT</Class>
			<Type>UNIT_CARTHAGE_WAR_ELEPHANT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARTHAGE_WAR_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_CARTHAGE_WAR_ELEPHANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARTHAGE_WAR_ELEPHANT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>50</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>2</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IVORY</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>75</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>25</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>	
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARTHAGE_WAR_ELEPHANT2</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_ELEPHANT</Class>
			<Type>UNIT_PERSIA_TREMOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PERSIA_TREMOR</Description>
			<Civilopedia>TXT_KEY_UNIT_PERSIA_TREMOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PERSIA_TREMOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>50</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>2</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IVORY</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>25</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PERSIA_TREMOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_CUIRASSIER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CUIRASSIER</Description>
			<Civilopedia>TXT_KEY_UNIT_CUIRASSIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CUIRASSIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>125</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CUIRASSIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_SPANISH_CONQUISTADOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPANISH_CONQUISTADOR</Description>
			<Civilopedia>TXT_KEY_UNIT_SPANISH_CONQUISTADOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPANISH_CONQUISTADOR_STRATEGY_NEW</Strategy>
			<Help>TXT_KEY_UNIT_SPANISH_CONQUISTADOR_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>125</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPANISH_CONQUISTADOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_EGYPT_MAMLUK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EGYPT_MAMLUK</Description>
			<Civilopedia>TXT_KEY_UNIT_EGYPT_MAMLUK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EGYPT_MAMLUK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>125</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>13</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>0</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EGYPT_MAMLUK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_POLAND_LIGHT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLAND_LIGHT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_POLAND_LIGHT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLAND_LIGHT_CAVALRY_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_POLAND_LIGHT_CAVALRY_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>110</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>22</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLAND_LIGHT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_BRAZIL_BANDEIRANTE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRAZIL_BANDEIRANTE</Description>
			<Civilopedia>TXT_KEY_UNIT_BRAZIL_BANDEIRANTE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BRAZIL_BANDEIRANTE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>125</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>15</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>0</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>0</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureAttack>0</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<iFeatureDefense>0</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRAZIL_BANDEIRANTE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CUIRASSIER</Class>
			<Type>UNIT_HUNGARY_CUIRASSIER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HUNGARY_CUIRASSIER</Description>
			<Civilopedia>TXT_KEY_UNIT_HUNGARY_CUIRASSIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HUNGARY_CUIRASSIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CAVALRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>125</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HUNGARY_CUIRASSIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MOBILITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CAVALRY</Class>
			<Type>UNIT_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CULVERINE</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CAVALRY</Class>
			<Type>UNIT_RUSSIA_COSSACK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RUSSIA_COSSACK</Description>
			<Civilopedia>TXT_KEY_UNIT_RUSSIA_COSSACK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RUSSIA_COSSACK_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CULVERINE</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RUSSIA_COSSACK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CAVALRY</Class>
			<Type>UNIT_ETHIOPIAN_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ETHIOPIAN_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_ETHIOPIAN_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ETHIOPIAN_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>17</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CULVERINE</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>17</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ETHIOPIAN_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CAVALRY</Class>
			<Type>UNIT_ZULU_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ZULU_CAVALRY</Description>
			<Civilopedia>TXT_KEY_UNIT_ZULU_CAVALRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ZULU_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BIKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>				
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>5</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RIFLING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_HORSE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CANNON</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CULVERINE</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ZULU_CAVALRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MORALE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BIKER</Class>
			<Type>UNIT_BIKER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOTORIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BIKER</Description>
			<Civilopedia>TXT_KEY_UNIT_BIKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BIKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BIKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBILE_INFANTRY</Class>
			<Type>UNIT_MOBILE_INFANTRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOTORIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOBILE_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_MOBILE_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOBILE_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>20</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>21</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOBILE_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBILE_INFANTRY</Class>
			<Type>UNIT_POLAND_BRDM</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOTORIZED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLAND_BRDM</Description>
			<Civilopedia>TXT_KEY_UNIT_POLAND_BRDM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLAND_BRDM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>20</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLAND_BRDM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CATAPULT</Class>
			<Type>UNIT_CATAPULT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CATAPULT</Description>
			<Civilopedia>TXT_KEY_UNIT_CATAPULT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CATAPULT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BOMBARD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CANNON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CATAPULT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CATAPULT</Class>
			<Type>UNIT_KOREAN_HWACHA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KOREAN_HWACHA</Description>
			<Civilopedia>TXT_KEY_UNIT_KOREAN_HWACHA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KOREAN_HWACHA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BOMBARD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CANNON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>60</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>			
			<UnitCombatDefenseModifiers>
				<UnitCombatDefenseModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatDefenseModifier>
			</UnitCombatDefenseModifiers>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KOREAN_HWACHA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TREBUCHET</Class>
			<Type>UNIT_TREBUCHET</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TREBUCHET</Description>
			<Civilopedia>TXT_KEY_UNIT_TREBUCHET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TREBUCHET_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BOMBARD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ENGINEERING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>100</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TREBUCHET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BOMBARD</Class>
			<Type>UNIT_BOMBARD</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BOMBARD</Description>
			<Civilopedia>TXT_KEY_UNIT_BOMBARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BOMBARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CULVERINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>110</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>50</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BOMBARD</Class>
			<Type>UNIT_OTTOMAN_BOMBARD</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OTTOMAN_BOMBARD</Description>
			<Civilopedia>TXT_KEY_UNIT_OTTOMAN_BOMBARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OTTOMAN_BOMBARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CULVERINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>110</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>60</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>75</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>25</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OTTOMAN_BOMBARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CANNON</Class>
			<Type>UNIT_CANNON</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CANNON</Description>
			<Civilopedia>TXT_KEY_UNIT_CANNON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CANNON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CULVERINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>6</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CANNON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CANNON</Class>
			<Type>UNIT_INDIAN_SIEGE_ELEPHANT</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_INDIAN_SIEGE_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_ELEPHANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDIAN_SIEGE_ELEPHANT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CULVERINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IVORY</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INDIAN_SIEGE_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CULVERINE</Class>
			<Type>UNIT_CULVERINE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CULVERINE</Description>
			<Civilopedia>TXT_KEY_UNIT_CULVERINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CULVERINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FIELD_GUN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>135</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CULVERINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CULVERINE</Class>
			<Type>UNIT_PORTUGAL_BLAZER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PORTUGAL_BLAZER</Description>
			<Civilopedia>TXT_KEY_UNIT_PORTUGAL_BLAZER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PORTUGAL_BLAZER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FIELD_GUN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEEL</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>135</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PORTUGAL_BLAZER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FIELD_GUN</Class>
			<Type>UNIT_FIELD_GUN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FIELD_GUN</Description>
			<Civilopedia>TXT_KEY_UNIT_FIELD_GUN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FIELD_GUN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARTILLERY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FIELD_GUN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FIELD_GUN</Class>
			<Type>UNIT_GERMAN_FIELD_GUN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GERMAN_FIELD_GUN</Description>
			<Civilopedia>TXT_KEY_UNIT_GERMAN_FIELD_GUN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GERMAN_FIELD_GUN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARTILLERY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>60</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>7</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>16</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GERMAN_FIELD_GUN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARTILLERY</Class>
			<Type>UNIT_ARTILLERY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARTILLERY</Description>
			<Civilopedia>TXT_KEY_UNIT_ARTILLERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARTILLERY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE_ARTILLERY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARTILLERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>60</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>22</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>7</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>16</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARTILLERY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBILE_ARTILLERY</Class>
			<Type>UNIT_MOBILE_ARTILLERY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOBILE_ARTILLERY_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_MOBILE_ARTILLERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOBILE_ARTILLERY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MLRS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_LASER</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>60</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>26</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>8</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>18</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOBILE_ARTILLERY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MLRS</Class>
			<Type>UNIT_MLRS</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MLRS</Description>
			<Civilopedia>TXT_KEY_UNIT_MLRS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MLRS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSAULT_MECH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_LASER</PrereqTech>
				<PrereqTech>TECH_REFRIGERATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>60</iAIWeight>
			<iCost>350</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>9</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MLRS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MLRS</Class>
			<Type>UNIT_BRAZIL_MLRS</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRAZIL_MLRS</Description>
			<Civilopedia>TXT_KEY_UNIT_BRAZIL_MLRS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BRAZIL_MLRS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSAULT_MECH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_LASER</PrereqTech>
				<PrereqTech>TECH_REFRIGERATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>60</iAIWeight>
			<iCost>350</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>34</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>20</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>9</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>34</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRAZIL_MLRS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSAULT_MECH</Class>
			<Type>UNIT_ASSAULT_MECH</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ASSAULT_MECH</Description>
			<Civilopedia>TXT_KEY_UNIT_ASSAULT_MECH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ASSAULT_MECH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CYBERNETICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FUSION</PrereqTech>
				<PrereqTech>TECH_COMPOSITES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>65</iAIWeight>
			<iCost>420</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>36</iCombat>
			<iCombatLimit>50</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>10</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>22</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>36</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ASSAULT_MECH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RAILROAD_ARTILLERY</Class>
			<Type>UNIT_RAILROAD_ARTILLERY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISC</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RAILROAD_ARTILLERY</Description>
			<Civilopedia>TXT_KEY_UNIT_RAILROAD_ARTILLERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RAILROAD_ARTILLERY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILROAD</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>500</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs>
				<PassableRouteNeeded>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<bPassableRouteNeeded>1</bPassableRouteNeeded>
				</PassableRouteNeeded>
			</PassableRouteNeededs>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>40</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>75</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>10</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>25</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>7</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RAILROAD_ARTILLERY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARLY_TANK</Class>
			<Type>UNIT_EARLY_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EARLY_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_TANK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EARLY_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK_DESTROYER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>22</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EARLY_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARLY_TANK</Class>
			<Type>UNIT_HUNGARY_EARLY_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HUNGARY_EARLY_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_HUNGARY_EARLY_TANK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HUNGARY_EARLY_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK_DESTROYER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>22</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HUNGARY_EARLY_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARLY_TANK</Class>
			<Type>UNIT_NETHERLANDS_EARLY_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NETHERLANDS_EARLY_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_NETHERLANDS_EARLY_TANK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NETHERLANDS_EARLY_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TANK_DESTROYER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_RIFLING</PrereqTech>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>22</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOTORIZED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NETHERLANDS_EARLY_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TANK</Class>
			<Type>UNIT_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_TANK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_ARMOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>TECH_RADIO</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>75</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>28</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TANK</Class>
			<Type>UNIT_GERMAN_PANTHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GERMAN_PANTHER</Description>
			<Civilopedia>TXT_KEY_UNIT_GERMAN_PANTHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GERMAN_PANTHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_ARMOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>TECH_RADIO</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>28</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GERMAN_PANZER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TANK_DESTROYER</Class>
			<Type>UNIT_TANK_DESTROYER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TANK_DESTROYER</Description>
			<Civilopedia>TXT_KEY_UNIT_TANK_DESTROYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TANK_DESTROYER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_ARMOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets>
				<UnitCombatTarget>
					<UnitCombatTargetType>UNITCOMBAT_ARMOR</UnitCombatTargetType>
					<bUnitCombatTarget>1</bUnitCombatTarget>
				</UnitCombatTarget>
			</UnitCombatTargets>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>TECH_RADIO</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TANK_DESTROYER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_ARMOR</Class>
			<Type>UNIT_MODERN_ARMOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_ARMOR</Description>
			<Civilopedia>TXT_KEY_UNIT_MODERN_ARMOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERN_ARMOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAMMOTH_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HOVERTANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>125</iAIWeight>
			<iCost>350</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_ARMOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_ARMOR</Class>
			<Type>UNIT_ISRAEL_MERKAVA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ISRAEL_MERKAVA</Description>
			<Civilopedia>TXT_KEY_UNIT_ISRAEL_MERKAVA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ISRAEL_MERKAVA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAMMOTH_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HOVERTANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>350</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>42</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ISRAEL_MERKAVA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PINCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLANKING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAMMOTH_TANK</Class>
			<Type>UNIT_MAMMOTH_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAMMOTH_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_FUTURE_PLACEHOLDER</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAMMOTH_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILGUN</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_CYBERNETICS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>85</iAIWeight>
			<iCost>420</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>50</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>10</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAMMOTH_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HOVERTANK</Class>
			<Type>UNIT_HOVERTANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ARMOR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HOVERTANK</Description>
			<Civilopedia>TXT_KEY_UNIT_FUTURE_PLACEHOLDER</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HOVERTANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILGUN</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>15</iAIWeight>
			<iCost>400</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-25</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HOVERTANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AA</Class>
			<Type>UNIT_AA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANTIAIR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AA</Description>
			<Civilopedia>TXT_KEY_UNIT_AA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AA_TANK</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARTILLERY</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AA_TANK</Class>
			<Type>UNIT_AA_TANK</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANTIAIR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AA_TANK</Description>
			<Civilopedia>TXT_KEY_UNIT_AA_TANK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AA_TANK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE_SAM</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>210</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>2</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>60</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AA_TANK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBILE_SAM</Class>
			<Type>UNIT_MOBILE_SAM</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANTIAIR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOBILE_SAM</Description>
			<Civilopedia>TXT_KEY_UNIT_MOBILE_SAM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOBILE_SAM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE_SAM_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_LASER</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>280</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>3</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>11</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>25</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOBILE_SAM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBILE_SAM_FUTURE</Class>
			<Type>UNIT_MOBILE_SAM_FUTURE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANTIAIR</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOBILE_SAM_FUTURE</Description>
			<Civilopedia>TXT_KEY_UNIT_MOBILE_SAM_FUTURE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOBILE_SAM_FUTURE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CYBERNETICS</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>340</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>4</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>11</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOBILE_SAM_FUTURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_INTERCEPTION1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>	
		<UnitInfo>
			<Class>UNITCLASS_TRIREME</Class>
			<Type>UNIT_TRIREME</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TRIREME_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TRIREME_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WAR_GALLEY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SAILING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TRIREME</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TRIREME</Class>
			<Type>UNIT_ROME_DECAREME</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROME_DECAREME</Description>
			<Civilopedia>TXT_KEY_UNIT_ROME_DECAREME_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROME_DECAREME_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WAR_GALLEY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SAILING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROME_DECAREME</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_GALLEY</Class>
			<Type>UNIT_WAR_GALLEY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WAR_GALLEY</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_GALLEY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WAR_GALLEY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEASS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>		
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WAR_GALLEY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_GALLEY</Class>
			<Type>UNIT_BYZANTINE_DROMON</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BYZANTINE_DROMON</Description>
			<Civilopedia>TXT_KEY_UNIT_BYZANTINE_DROMON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BYZANTINE_DROMON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEASS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>		
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>50</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BYZANTINE_DROMON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_GALLEY</Class>
			<Type>UNIT_CHINA_JUNK</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHINA_JUNK</Description>
			<Civilopedia>TXT_KEY_UNIT_CHINA_JUNK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHINA_JUNK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEASS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>5</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHINA_JUNK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEASS</Class>
			<Type>UNIT_GALLEASS</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEASS</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEASS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GALLEASS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHIP_OF_THE_LINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>				
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>75</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GALLEASS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEASS</Class>
			<Type>UNIT_KOREAN_KOBUKSON</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KOREAN_KOBUKSON</Description>
			<Civilopedia>TXT_KEY_UNIT_KOREAN_KOBUKSON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KOREAN_KOBUKSON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHIP_OF_THE_LINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>				
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_GUNPOWDER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>75</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KOREAN_KOBUKSON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MANEUVER1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FRIGATE</Class>
			<Type>UNIT_FRIGATE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FRIGATE</Description>
			<Civilopedia>TXT_KEY_UNIT_FRIGATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRIGATE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IRONCLAD_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CHEMISTRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FRIGATE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FRIGATE</Class>
			<Type>UNIT_BERBER_FRIGATE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BERBER_FRIGATE</Description>
			<Civilopedia>TXT_KEY_UNIT_BERBER_FRIGATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BERBER_FRIGATE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IRONCLAD_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERBER_FRIGATE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PIRATE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHIP_OF_THE_LINE</Class>
			<Type>UNIT_SHIP_OF_THE_LINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHIP_OF_THE_LINE</Description>
			<Civilopedia>TXT_KEY_UNIT_SHIP_OF_THE_LINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHIP_OF_THE_LINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IRONCLAD_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>110</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_GALLEASS</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_GALLEASS</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHIP_OF_THE_LINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHIP_OF_THE_LINE</Class>
			<Type>UNIT_CARIBBEAN_SHIP_OF_THE_LINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARIBBEAN_SHIP_OF_THE_LINE</Description>
			<Civilopedia>TXT_KEY_UNIT_CARIBBEAN_SHIP_OF_THE_LINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARIBBEAN_SHIP_OF_THE_LINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IRONCLAD_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>110</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_PRIVATEER</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_GALLEASS</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_PRIVATEER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers>
				<UnitCombatAttackModifier>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatAttackModifier>
			</UnitCombatAttackModifiers>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARIBBEAN_SHIP_OF_THE_LINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IRONCLAD</Class>
			<Type>UNIT_IRONCLAD</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IRONCLAD</Description>
			<Civilopedia>TXT_KEY_UNIT_IRONCLAD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IRONCLAD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRE_DREADNOUGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PROTECTED_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEAM_POWER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_STEEL</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>16</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IRONCLAD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IRONCLAD_CRUISER</Class>
			<Type>UNIT_IRONCLAD_CRUISER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IRONCLAD_CRUISER</Description>
			<Civilopedia>TXT_KEY_UNIT_IRONCLAD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IRONCLAD_CRUISER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PROTECTED_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRE_DREADNOUGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEAM_POWER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>TECH_STEEL</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>12</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>12</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IRONCLAD_CRUISER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PROTECTED_CRUISER</Class>
			<Type>UNIT_PROTECTED_CRUISER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PROTECTED_CRUISER</Description>
			<Civilopedia>TXT_KEY_UNIT_PROTECTED_CRUISER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PROTECTED_CRUISER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DESTROYER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DREADNOUGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PROTECTED_CRUISER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRE_DREADNOUGHT</Class>
			<Type>UNIT_PRE_DREADNOUGHT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRE_DREADNOUGHT</Description>
			<Civilopedia>TXT_KEY_UNIT_PRE_DREADNOUGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRE_DREADNOUGHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DREADNOUGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARTILLERY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_STEAM_POWER</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>				
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>26</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>30</iCollateralDamage>
			<iCollateralDamageLimit>40</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>16</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRE_DREADNOUGHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DREADNOUGHT</Class>
			<Type>UNIT_DREADNOUGHT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DREADNOUGHT</Description>
			<Civilopedia>TXT_KEY_UNIT_DREADNOUGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DREADNOUGHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BATTLESHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>				
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>32</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>18</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DREADNOUGHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DREADNOUGHT</Class>
			<Type>UNIT_AUSTRIAN_TEGETTHOFF</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AUSTRIAN_TEGETTHOFF</Description>
			<Civilopedia>TXT_KEY_UNIT_AUSTRIAN_TEGETTHOFF_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AUSTRIAN_TEGETTHOFF_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BATTLESHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASSEMBLY_LINE</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>				
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>36</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>18</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AUSTRIAN_TEGETTHOFF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DRILL1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ACCURACY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BATTLESHIP</Class>
			<Type>UNIT_BATTLESHIP</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BATTLESHIP_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_BATTLESHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BATTLESHIP_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MISSILE_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AEGIS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BATTLESHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BATTLESHIP</Class>
			<Type>UNIT_JAPANESE_YAMATO</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JAPANESE_YAMATO</Description>
			<Civilopedia>TXT_KEY_UNIT_JAPANESE_YAMATO_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_JAPANESE_YAMATO_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MISSILE_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AEGIS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>TECH_ARTILLERY</PrereqTech>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JAPANESE_YAMATO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMBAT1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BARRAGE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AEGIS</Class>
			<Type>UNIT_AEGIS</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AEGIS</Description>
			<Civilopedia>TXT_KEY_UNIT_AEGIS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AEGIS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FUSION_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROBOTICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_LASER</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>280</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>8</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>2</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>60</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AEGIS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MISSILE_CRUISER</Class>
			<Type>UNIT_MISSILE_CRUISER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MISSILE_CRUISER</Description>
			<Civilopedia>TXT_KEY_UNIT_MISSILE_CRUISER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MISSILE_CRUISER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FUSION_CRUISER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROBOTICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROCKETRY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>280</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>8</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_MISSILE</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>6</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>60</iCollateralDamage>
			<iCollateralDamageLimit>70</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>-25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MISSILE_CRUISER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FUSION_CRUISER</Class>
			<Type>UNIT_FUSION_CRUISER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FUSION_CRUISER</Description>
			<Civilopedia>TXT_KEY_UNIT_FUSION_CRUISER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FUSION_CRUISER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RAILGUN</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_CYBERNETICS</PrereqTech>
				<PrereqTech>TECH_COLD_FUSION</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_ALUMINUM</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>340</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>10</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_MISSILE</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>6</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>2</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>60</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>60</iCollateralDamage>
			<iCollateralDamageLimit>70</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FUSION_CRUISER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>		
		<UnitInfo>
			<Class>UNITCLASS_DESTROYER</Class>
			<Type>UNIT_DESTROYER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ESCORT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DESTROYER</Description>
			<Civilopedia>TXT_KEY_UNIT_DESTROYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DESTROYER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STEALTH_DESTROYER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>				
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>190</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>8</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>40</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MODERNPRIVATEER</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>				
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MODERNPRIVATEER</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DESTROYER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_DESTROYER</Class>
			<Type>UNIT_STEALTH_DESTROYER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ESCORT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STEALTH_DESTROYER</Description>
			<Civilopedia>TXT_KEY_UNIT_STEALTH_DESTROYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STEALTH_DESTROYER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEALTH</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROBOTICS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_STEALTH_SHIP</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SHIP,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>1</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>9</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MODERNPRIVATEER</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>				
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MODERNPRIVATEER</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>14</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STEALTH_DESTROYER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEY</Class>
			<Type>UNIT_GALLEY</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEY_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEY_PEDIA_NEW</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GALLEY_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_COG</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SAILING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>35</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>2</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>1</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GALLEY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_COG</Class>
			<Type>UNIT_COG</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_COG</Description>
			<Civilopedia>TXT_KEY_UNIT_COG_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COG_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_COG</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_COG</Class>
			<Type>UNIT_VIKING_LONGSHIP</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VIKING_LONGSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_VIKING_LONGSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VIKING_LONGSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_GALLEY</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
				<UnitClassTarget>
					<UnitClassTargetType>UNITCLASS_COG</UnitClassTargetType>
					<bUnitClassTarget>1</bUnitClassTarget>
				</UnitClassTarget>
			</UnitClassTargets>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_SAILING</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_GALLEY</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_GALLEY</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VIKING_LONGSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PIRATE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CARAVEL</Class>
			<Type>UNIT_CARAVEL</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARAVEL</Description>
			<Civilopedia>TXT_KEY_UNIT_CARAVEL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARAVEL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHIP_OF_THE_LINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>	
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>			
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARAVEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CARAVEL</Class>
			<Type>UNIT_PORTUGAL_CARRACK</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PORTUGAL_CARRACK</Description>
			<Civilopedia>TXT_KEY_UNIT_PORTUGAL_CARRACK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PORTUGAL_CARRACK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHIP_OF_THE_LINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>				
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>2</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>3</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PORTUGAL_CARRACK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEON</Class>
			<Type>UNIT_GALLEON</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEON</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GALLEON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PADDLE_STEAMER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GALLEON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEON</Class>
			<Type>UNIT_NETHERLANDS_OOSTINDIEVAARDER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NETHERLANDS_OOSTINDIEVAARDER</Description>
			<Civilopedia>TXT_KEY_UNIT_NETHERLANDS_OOSTINDIEVAARDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NETHERLANDS_OOSTINDIEVAARDER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PADDLE_STEAMER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>4</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NETHERLANDS_OOSTINDIEVAARDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PADDLE_STEAMER</Class>
			<Type>UNIT_PADDLE_STEAMER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PADDLE_STEAMER</Description>
			<Civilopedia>TXT_KEY_UNIT_PADDLE_STEAMER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PADDLE_STEAMER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TRANSPORT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEAM_POWER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_COAL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>4</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PADDLE_STEAMER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TRANSPORT</Class>
			<Type>UNIT_TRANSPORT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TRANSPORT</Description>
			<Civilopedia>TXT_KEY_UNIT_TRANSPORT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TRANSPORT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FREIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>6</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>4</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>10</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TRANSPORT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FREIGHTER</Class>
			<Type>UNIT_FREIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FREIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_FREIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FREIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STEALTH_TRANSPORT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>6</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FREIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>				
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_TRANSPORT</Class>
			<Type>UNIT_STEALTH_TRANSPORT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STEALTH_TRANSPORT</Description>
			<Civilopedia>TXT_KEY_UNIT_STEALTH_TRANSPORT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STEALTH_TRANSPORT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FUSION_TRANSPORT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEALTH</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>210</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_STEALTH_SHIP</Invisible>
			<SeeInvisible>INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>8</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STEALTH_TRANSPORT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FUSION_TRANSPORT</Class>
			<Type>UNIT_FUSION_TRANSPORT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FUSION_TRANSPORT</Description>
			<Civilopedia>TXT_KEY_UNIT_FUSION_TRANSPORT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FUSION_TRANSPORT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_METAMATERIALS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COLD_FUSION</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_ALUMINUM</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>280</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_STEALTH_SHIP</Invisible>
			<SeeInvisible>INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>10</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>6</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FUSION_TRANSPORT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIVATEER</Class>
			<Type>UNIT_PRIVATEER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIVATEER</Description>
			<Civilopedia>TXT_KEY_UNIT_PRIVATEER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIVATEER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERNPRIVATEER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CHEMISTRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COPPER</BonusType>
				<BonusType>BONUS_IRON</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>250</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>1</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIVATEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_PIRATE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERNPRIVATEER</Class>
			<Type>UNIT_MODERNPRIVATEER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERNPRIVATEER</Description>
			<Civilopedia>TXT_KEY_UNIT_MODERNPRIVATEER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERNPRIVATEER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMBUSTION</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>400</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>1</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>6</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>15</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERNPRIVATEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_PIRATE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SUBMARINE</Class>
			<Type>UNIT_SUBMARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SUBMARINE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SUBMARINE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUBMARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_SUBMARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUBMARINE_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ATTACK_SUBMARINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MISSILE_SUBMARINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_SPT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEON</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARAVEL</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_PADDLE_STEAMER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_COG</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FREIGHTER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEY</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>4</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>50</iAIWeight>
			<iCost>170</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SUBMARINE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>22</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainDefense>-50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>11</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUBMARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ATTACK_SUBMARINE</Class>
			<Type>UNIT_ATTACK_SUBMARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SUBMARINE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SUBMARINE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ATTACK_SUBMARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_ATTACK_SUBMARINE_PEDIA_NEW</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ATTACK_SUBMARINE_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_SPT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_STEALTH_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEON</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_PADDLE_STEAMER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_COG</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FREIGHTER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARAVEL</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEY</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FISSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>350</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SILENT_SUBMARINE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>			
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainDefense>-50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>	
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ATTACK_SUBMARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ATTACK_SUBMARINE</Class>
			<Type>UNIT_GERMAN_SUBMARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SUBMARINE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SUBMARINE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GERMAN_SUBMARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_GERMAN_SUBMARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GERMAN_SUBMARINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_SPT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_STEALTH_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEON</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_PADDLE_STEAMER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_COG</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FREIGHTER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARAVEL</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEY</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SATELLITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_REFRIGERATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>400</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_STEALTH_SUBMARINE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>6</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>			
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainAttack>0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainDefense>-50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>	
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>25</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>17</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GERMAN_SUBMARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MISSILE_SUBMARINE</Class>
			<Type>UNIT_MISSILE_SUBMARINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SUBMARINE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SUBMARINE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MISSILE_SUBMARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_ATTACK_SUBMARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MISSILE_SUBMARINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_SPT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_CARRIER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_STEALTH_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FUSION_TRANSPORT</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEON</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_PADDLE_STEAMER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_COG</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FREIGHTER</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CARAVEL</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>	
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_GALLEY</FlankingUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>6</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>			
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FISSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SATELLITES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>220</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>INVISIBLE_SILENT_SUBMARINE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>6</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_MISSILE</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>4</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>			
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainAttack>-0</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<iTerrainDefense>-50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>	
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>		
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MISSILE_SUBMARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPT</Class>
			<Type>UNIT_SPT</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPT</Description>
			<Civilopedia>TXT_KEY_UNIT_CARRIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CARRIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FLIGHT</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>6</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>14</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>				
			<UnitClassDefenseMods/>				
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CARRIER</Class>
			<Type>UNIT_CARRIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARRIER_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_CARRIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARRIER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FUSION_CARRIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>400</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>10</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>18</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>				
			<UnitClassDefenseMods/>				
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARRIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FUSION_CARRIER</Class>
			<Type>UNIT_FUSION_CARRIER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_SHIP</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_CARRIER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FUSION_CARRIER</Description>
			<Civilopedia>TXT_KEY_UNIT_FUSION_CARRIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FUSION_CARRIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COLD_FUSION</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OIL</BonusType>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>500</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>7</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>14</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>				
			<UnitClassDefenseMods/>				
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FUSION_CARRIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARLY_GUNSHIP</Class>
			<Type>UNIT_EARLY_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EARLY_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_EARLY_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EARLY_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MOBILE_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MLRS</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>8</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_JET_PROPULSION</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>24</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EARLY_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GUNSHIP</Class>
			<Type>UNIT_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_GUNSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MOBILE_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MLRS</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>8</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>270</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>26</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_GUNSHIP</Class>
			<Type>UNIT_MODERN_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ORCA</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MOBILE_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MLRS</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>8</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_LASER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>320</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_GUNSHIP</Class>
			<Type>UNIT_FRENCH_EUROCOPTER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FRENCH_EUROCOPTER</Description>
			<Civilopedia>TXT_KEY_UNIT_FRENCH_EUROCOPTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRENCH_EUROCOPTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ORCA</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MOBILE_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MLRS</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>8</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_LASER</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>320</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>4</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>28</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>3</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>8</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>38</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FRENCH_EUROCOPTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ORCA</Class>
			<Type>UNIT_ORCA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ORCA</Description>
			<Civilopedia>TXT_KEY_UNIT_FUTURE_PLACEHOLDER</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ORCA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CATAPULT</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_TREBUCHET</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CANNON</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_BOMBARD</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_CULVERINE</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_FIELD_GUN</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_AA</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MOBILE_ARTILLERY</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_MLRS</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
				<FlankingStrikeUnitClass>
					<FlankingUnitClass>UNITCLASS_ASSAULT_MECH</FlankingUnitClass>
					<iFlankingStrength>0</iFlankingStrength>
				</FlankingStrikeUnitClass>
			</FlankingStrikeUnitClasses>
			<FlankingStrikeUnitCombats>
				<FlankingStrikeUnitCombat>
					<FlankingUnitCombat>UNITCOMBAT_SIEGE</FlankingUnitCombat>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrikeUnitCombat>	
			</FlankingStrikeUnitCombats>
			<iFlankingStrikeLimit>100</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>8</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_BIONICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_STEALTH</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>380</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>5</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>36</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>30</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MAMMOTH_TANK</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MAMMOTH_TANK</UnitClassType>
					<iUnitClassMod>0</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>12</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>38</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ORCA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BALLOON</Class>
			<Type>UNIT_BALLOON</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISC</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BALLOON</Description>
			<Civilopedia>TXT_KEY_UNIT_BALLOON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BALLOON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AIRSHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>4</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>2</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>2</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BALLOON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AIRSHIP</Class>
			<Type>UNIT_AIRSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AIRSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_AIRSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AIRSHIP_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WK1_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_PHYSICS</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>40</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>4</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>25</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_LAND</DomainType>
					<iDomainMod>100</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>8</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AIRSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BIPLANE</Class>
			<Type>UNIT_BIPLANE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BIPLANE</Description>
			<Civilopedia>TXT_KEY_UNIT_BIPLANE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BIPLANE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_PHYSICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>80</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>4</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>8</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>40</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_AIRSHIP</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_AIRSHIP</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>4</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BIPLANE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FIGHTER</Class>
			<Type>UNIT_FIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_FIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EARLY_JET_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FLIGHT</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>80</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>5</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>12</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>6</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARLY_JET_FIGHTER</Class>
			<Type>UNIT_EARLY_JET_FIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_JETPLANE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EARLY_JET_FIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_EARLY_JET_FIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EARLY_JET_FIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_JET_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_JET_PROPULSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_TRANSISTORS</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>80</iAIWeight>
			<iCost>120</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>7</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>16</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>60</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>			
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MODERN_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_WK1_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_MODERN_BOMBER</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>8</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EARLY_JET_FIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_JET_FIGHTER</Class>
			<Type>UNIT_JET_FIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_JETPLANE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JET_FIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_JET_FIGHTER_PEDIA_NEW</Civilopedia>
			<Strategy>TXT_KEY_UNIT_JET_FIGHTER_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STEALTH_JET_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>24</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>12</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JET_FIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_JET_FIGHTER</Class>
			<Type>UNIT_STEALTH_JET_FIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_JETPLANE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STEALTH_JET_FIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_JET_FIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STEALTH_JET_FIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEALTH</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROBOTICS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>26</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>14</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STEALTH_JET_FIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_JET_FIGHTER</Class>
			<Type>UNIT_SPANISH_EUROFIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_JETPLANE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPANISH_EUROFIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_SPANISH_EUROFIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPANISH_EUROFIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEALTH</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROBOTICS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>240</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>26</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>40</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>14</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>28</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPANISH_EUROFIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_INTERCEPTION1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INTERCEPTION2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPACE_FIGHTER</Class>
			<Type>UNIT_SPACE_FIGHTER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_JETPLANE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPACE_FIGHTER</Description>
			<Civilopedia>TXT_KEY_UNIT_SPACE_FIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPACE_FIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_METAMATERIALS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTROGATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>10</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>30</iAirCombat>
			<iAirCombatLimit>75</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>70</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_HEAVY_AIR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_AIR</DomainType>
					<iDomainMod>50</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>16</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPACE_FIGHTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_INTERCEPTION1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WK1_BOMBER</Class>
			<Type>UNIT_WK1_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WK1_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_WK1_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WK1_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_PHYSICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_COMBUSTION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>12</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>12</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WK1_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BOMBER</Class>
			<Type>UNIT_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MODERN_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FLIGHT</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>16</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>16</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MODERN_BOMBER</Class>
			<Type>UNIT_MODERN_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HEAVY_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MODERN_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_MODERN_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MODERN_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STEALTH_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GAA</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_JET_PROPULSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_TRANSISTORS</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>100</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>12</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>18</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>18</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GAA</Class>
			<Type>UNIT_GAA</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HEAVY_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GAA</Description>
			<Civilopedia>TXT_KEY_UNIT_GAA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GAA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>12</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>30</iAirCombat>
			<iAirCombatLimit>75</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>75</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-25</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>30</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GAA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GAA</Class>
			<Type>UNIT_RUSSIAN_SU25</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HEAVY_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RUSSIAN_SU25</Description>
			<Civilopedia>TXT_KEY_UNIT_RUSSIAN_SU25_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RUSSIAN_SU25_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_COMPOSITES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>TECH_COMPUTERS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>300</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>16</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>30</iAirCombat>
			<iAirCombatLimit>80</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>75</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-25</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>30</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RUSSIAN_SU25</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SMARTBOMBS1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_BOMBER</Class>
			<Type>UNIT_STEALTH_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HEAVY_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STEALTH_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_STEALTH_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STEALTH_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_STEALTH</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROBOTICS</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>500</iAIWeight>
			<iCost>300</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>16</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>20</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>20</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>25</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STEALTH_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPACE_BOMBER</Class>
			<Type>UNIT_SPACE_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HEAVY_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPACE_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_SPACE_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPACE_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SPACE_FIGHTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>0</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_METAMATERIALS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ASTROGATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>450</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>20</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>30</iAirCombat>
			<iAirCombatLimit>75</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>75</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-25</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>30</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>35</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPACE_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_UAV</Class>
			<Type>UNIT_UAV</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISC</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_UAV</Description>
			<Civilopedia>TXT_KEY_UNIT_UAV_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_UAV_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_UAV_FUTURE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROBOTICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ADVANCED_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>1000</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>6</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>25</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>70</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>-100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_AIR</DomainType>
					<iDomainMod>-100</iDomainMod>
				</DomainMod>
				<DomainMod>
					<DomainType>DOMAIN_LAND</DomainType>
					<iDomainMod>100</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_UAV</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_UAV_FUTURE</Class>
			<Type>UNIT_UAV_FUTURE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISC</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_UAV_FUTURE</Description>
			<Civilopedia>TXT_KEY_UNIT_UAV_FUTURE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_UAV_FUTURE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_CYBERNETICS</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_METAMATERIALS</PrereqTech>
				<PrereqTech>TECH_ASTROGATION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ALUMINUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>1000</iAIWeight>
			<iCost>250</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>30</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>90</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANTIAIR</UnitCombatType>
					<iUnitCombatMod>-50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_JETPLANE</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_AIR</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
				<DomainMod>
					<DomainType>DOMAIN_LAND</DomainType>
					<iDomainMod>100</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_RARE_EARTH_ELEMENTS</BonusType>
					<iProductonModifier>50</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_UAV_FUTURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GUIDED_MISSILE</Class>
			<Type>UNIT_GUIDED_MISSILE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GUIDED_MISSILE</Description>
			<Civilopedia>TXT_KEY_UNIT_GUIDED_MISSILE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUIDED_MISSILE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>500</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>4</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>40</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>100</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>16</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUIDED_MISSILE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GUIDED_MISSILE</Class>
			<Type>UNIT_AMERICAN_TOMAHAWK</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AMERICAN_TOMAHAWK</Description>
			<Civilopedia>TXT_KEY_UNIT_AMERICAN_TOMAHAWK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AMERICAN_TOMAHAWK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>800</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>6</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>40</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>100</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>18</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AMERICAN_TOMAHAWK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ROCKET</Class>
			<Type>UNIT_ROCKET</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_MISSILE_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROCKET</Description>
			<Civilopedia>TXT_KEY_UNIT_ROCKET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROCKET_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_TACTICAL_NUKE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSILE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>400</iAIWeight>
			<iCost>90</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>40</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>16</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROCKET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TACTICAL_NUKE</Class>
			<Type>UNIT_TACTICAL_NUKE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TACTICAL_NUKE_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_TACTICAL_NUKE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TACTICAL_NUKE_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ICBM</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_FISSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_ROCKETRY</PrereqTech>
				<PrereqTech>TECH_DETECTION_TECHNIQUES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>200</iAIWeight>
			<iCost>400</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>8</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>50</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>25</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TACTICAL_NUKE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ICBM</Class>
			<Type>UNIT_ICBM</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ICBM_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_ICBM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ICBM_STRATEGY_NEW</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ICBFM</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ICBM</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_SILO</PrereqBuilding>
			<PrereqTech>TECH_FISSION</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SATELLITES</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>150</iAIWeight>
			<iCost>800</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>2</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>50</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>80</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ICBM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			<!--                    -->
			<!-- M.A.D. Nukes Start -->
			<!--                    -->
			<bMADNuke>1</bMADNuke>
			<!--                    -->
			<!-- M.A.D. Nukes End   -->
			<!--                    -->
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ICBFM</Class>
			<Type>UNIT_ICBFM</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_MISSILE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MISSILE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ICBFM</Description>
			<Civilopedia>TXT_KEY_UNIT_ICBFM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ICBFM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>1</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ICBM</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_SILO</PrereqBuilding>
			<PrereqTech>TECH_FUSION</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>250</iAIWeight>
			<iCost>1200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>3</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>75</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>120</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ICBFM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			<!--                    -->
			<!-- M.A.D. Nukes Start -->
			<!--                    -->
			<bMADNuke>1</bMADNuke>
			<!--                    -->
			<!-- M.A.D. Nukes End   -->
			<!--                    -->
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PROPHET</Class>
			<Type>UNIT_PROPHET</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_MOSES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MAHAVIRA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ZOROASTER</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ANANDA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_CHUANG_TZU</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MENCIUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MO_TZU</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_JOHN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_PETER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_PAUL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RABBI_AKIVA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MANI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_AUGUSTINE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_PATRICK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SHANKARA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_KOBO_DAISHI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ATISHA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ST_THOMAS_AQUINAS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MOHAMMED_SHAH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_TSONGKHAPA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NARAK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_TIPU_SULTAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RAMAKRISHNA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NARAYANA_GURU</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SOJOURNER_TRUTH</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hare_Krishna</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hildegard_von_Bingen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Joseph_Smith</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ali_ibn_Abi_Talib</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Abraham</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Isaak</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jakob</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Miriam</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Josua</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Samuel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Muhammad_Ahmad</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_David</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Elija</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Esther</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jesaja</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jeremia</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mordechai</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ezechiel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hosea</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Barnabas</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Adam</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Habakuk</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Simeon</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Noah</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Aaron</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mohammed</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Bileam</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Anna_Catharina_vom_Buchel</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_PROPHET</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PROPHET</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_PROPHET</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_PROPHET_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PROPHET</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_PRIEST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_JEWISH_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CHRISTIAN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ISLAMIC_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_HINDU_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_BUDDHIST_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CONFUCIAN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TAOIST_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_OLYMP_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ASEN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_VOODOO_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SHINTO_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ZORO_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_RA_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TOLTEC_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SHAMAN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_FREEM_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_DRUID_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_JEWISH_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CHRISTIAN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ISLAMIC_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_HINDU_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_BUDDHIST_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CONFUCIAN_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TAOIST_SHRINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PROPHET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARTIST</Class>
			<Type>UNIT_ARTIST</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_HOMER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_THESPIS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LING_LUN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WANG_XIZHI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_VALMIKI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_VIRGIL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_KALIDAS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LI_PO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_DU_FU</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JALAL_ALDIN_RUMI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_DANTE_ALIGHIERI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_YUNUS_EMRE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AMIR_KHUSRO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_IBN_MUQLAH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MICHAELANGELO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RAPHAEL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILLIAM_SHAKESPEARE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MIGUEL_DE_CERVANTES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_REMBRANDT</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHANNES_VERMEER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JS_BACH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WOLFGANG_MOZART</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHANN_GOETHE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LUDWIG_VAN_BEETHOVEN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_VICTOR_HUGO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_VINCENT_VAN_GOGH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHANNES_BRAHMS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_DVORAK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MARK_TWAIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CLAUDE_MONET</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOSEPH_CONRAD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FRANK_KAFKA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LOUIS_ARMSTRONG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_DUKE_ELLINGTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PABLO_PICASSO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MILES_DAVIS</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Seneca</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Friedrich_Schiller</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Georg_Friedrich_Handel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Michael_Jackson</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Elvis_Presley</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clint_Eastwood</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Bob_Marley</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Johnny_Cash</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clark_Gable</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Audrey_Hepburn</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Max_Pechstein</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Escher</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hans_Holbein</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Matthias_Grunewald</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hieronymus_Bosch</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lucas_Cranach</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_El_Greco</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Albrecht_Durer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gustav_Mahler</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jan_Brueghel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Giacomo_Leopardi</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Spitzweg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jimi_Hendrix</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lale_Andersen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alexander_Issajewitsch_Solschenizyn</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_ARTIST</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ARTIST</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_ARTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_ARTIST_STRATEGY</Strategy>
			<Advisor>ADVISOR_CULTURE</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ARTIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ARTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CORPORATION_7</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>4000</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARTIST</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_ARTIST_MODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCIENTIST</Class>
			<Type>UNIT_SCIENTIST</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_MERIT_PTAH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_XI_LING_SHI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NABU_RIMANNI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SOCRATES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PLATO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ARISTOTLE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_EUCLID</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PTOLEMY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HYPATIA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZU_CHONGZHI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ARYABHATA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AL_KINDI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AL_KHWARIZMI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AL_RAZI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ALHAZEN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NICOLAUS_COPERNICUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FRANCIS_BACON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_TYCHO_BRAHE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHANNES_KEPLER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ISAAC_NEWTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GALILEO_GALILEI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RENE_DESCARTES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ANTONY_VAN_LEEUWENHOEK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GOTTFRIED_LEIBNIZ</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MIKHAIL_LOMONOSOV</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CARL_FRIEDRICH_GAUSS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_DALTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MICHAEL_FARADAY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JAMES_CLERK_MAXWELL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LOUIS_PASTEUR</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHARLES_DARWIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ERNEST_RUTHERFORD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MARIE_CURIE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ALBERT_EINSTEIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NIELS_BOHR</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WERNER_HEISENBERG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ENRICO_FERMI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ROSALIND_FRANKLIN</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ANDREI_SAKHAROV</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Immanuel_Kant</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Otto_Hahn</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pythagoras</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Stradonitz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alexander_Fleming</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gregor_Mendel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Dmitri_Mendelejew</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Erwin_Schrodinger</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Thales_von_Milet</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pyrrhon_von_Elis</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Max_Planck</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rudolf_Virchow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Koch</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Christiaan_Barnard</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Konrad_Zuse</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rudolf_Carnap</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jeremy_Bentham</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gottlob_Frege</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Edmund_Husserl</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ibn_Baddscha</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kurt_Godel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alfred_Tarski</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wilhelm_von_Ockham</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Plotin</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Karl_Popper</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_John_Locke</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_David_Hume</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hannah_Arendt</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Thomas_Hobbes</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Noam_Chomsky</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Leonhard_Euler</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sigmund_Freud</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Andre_Marie_Ampere</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Antoine_Henri_Becquerel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Niels_Bohr</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rudjer_Josip_Boskovic</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Anders_Celsius</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Demokrit</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Daniel_Gabriel_Fahrenheit</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Benjamin_Franklin</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Joseph_von_Fraunhofer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Friedrich_Gauss</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hans_Geiger</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Otto_von_Guericke</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Stephen_Hawking</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Werner_Heisenberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hermann_von_Helmholtz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Heinrich_Hertz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_James_Joule</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Igor_Wassiljewitsch_Kurtschatow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_von_Linne</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Georg_Christoph_Lichtenberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pierre_Louis_de_Maupertuis</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_James_Clerk_Maxwell</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Nagaoka_Hantaro</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Oppenheimer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wilhelm_Conrad_Rontgen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Andrei_Sacharow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alessandro_Volta</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Friedrich_von_Weizsacker</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Thomas_Nipperdey</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jacob_Burckhardt</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_George_Peter_Murdock</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Yukawa_Hideki</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Wilhelm_Bunsen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Remigius_Fresenius</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Justus_von_Liebig</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alfred_Nobel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Louis_Pasteur</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Schorlemmer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Theodor_Bilharz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Paul_Ehrlich</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alexander_von_Humboldt</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_James_Watson</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Johann_Caspar_Lavater</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jean_Baptiste_de_Lamarck</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Konrad_Lorenz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Theodor_Mommsen</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_SCIENTIST</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SCIENTIST</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_SCIENTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_SCIENTIST_STRATEGY</Strategy>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SCIENTIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_SCIENTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CORPORATION_3</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings>
				<ForceBuilding>
					<BuildingType>BUILDING_ACADEMY</BuildingType>
					<bForceBuilding>1</bForceBuilding>
				</ForceBuilding>
			</ForceBuildings>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>1500</iBaseDiscover>
			<iDiscoverMultiplier>3</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCIENTIST</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_SCIENTIST_MODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MERCHANT</Class>
			<Type>UNIT_MERCHANT</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_HARKUF</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HANNO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PYTHEAS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZHANG_QIAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ARETAS_III</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LEIF_ERICKSON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WANG_ANSHI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ENRICO_DANDOLO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MARCO_POLO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_IBN_BATTUTA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RRICHARD_WHITTINGTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GIOVANNI_DE_MEDICI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZHENG_HE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_VASCO_DA_GAMA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHRISTOPHER_COLUMBUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FERDINAND_MAGELLAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JACQUES_CARTIER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_RAJA_TODAR_MAL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ANTONY_VAN_DIEMEN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SIR_THOMAS_ROE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SHAH_JAHAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ADAM_SMITH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JAMES_COOK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CORNELIUS_VANDERBILT</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SIR_ALEXANDER_MACKENZIE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_STUART_MILL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ANDREW_CARNEGIE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_D_ROCKEFELLER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_MAYNARD_KEYNES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_COCO_CHANEL</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Friedrich_List</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Walter_Rathenau</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hayek</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mises</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gesell</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Toynbee</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Erhard</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Fisher</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Friedman</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Krugman</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Myrdal</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Weber</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Schacht</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gates</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Philips</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Page</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_MERCHANT</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MERCHANT</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_MERCHANT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_MERCHANT_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MERCHANT</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_MERCHANT</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CORPORATION_1</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CORPORATION_2</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>250</iBaseTrade>
			<iTradeMultiplier>300</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MERCHANT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_MERCHANT_MODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ENGINEER</Class>
			<Type>UNIT_ENGINEER</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_IMHOTEP</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ARCHIMEDES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HERON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CAI_LUN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZHANG_HENG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BI_SHENG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LEONARDO_DA_VINCI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SINAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILHELM_SCHICKARD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BLAISE_PASCAL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BENJAMIN_FRANKLIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHARLES_AUGUSTIN_DE_COULOMB</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JAMES_WATT</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOSEPH_MARIE_JACQUARD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ISAMBARD_KINGDOM_BRUNEL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILLIAN_MORTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LOUIS_DAGUERRE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FERDINAND_DE_LESSEPS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_ROEBLING</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NOBERT_RILLIEUX</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HENRY_BESSEMER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NAIN_SINGH</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ALEXANDER_GRAHM_BELL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NIKOLAUS_AUGUST_OTTO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NICHOLA_TESLA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_THOMAS_EDISON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GUGLIELMO_MARCONI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ALEXANDRE_GUSTAVE_EIFFEL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GEORGE_WASHINGTON_GOETHALS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HENRY_FORD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILBUR_WRIGHT</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ORVILLE_WRIGHT</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wernher_von_Braun</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Iktinos</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Karl_Friedrich_Schinkel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gottfried_Semper</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_James_Blyth</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Johannes_Gutenberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Gotthard_Langhans</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Francesco_Borromini</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Benz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sebastien_Le_Prestre_de_Vauban</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Artur_Fischer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Albert_Speer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Taqi_adDin</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sunshu_Ao</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Karl_Friedrich_Beyer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Paul_Bilfinger</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_William_Edward_Boeing</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Bosch</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clyde_Vernon_Cessna</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Andre_Citroen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ettore_Bugatti</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Walter_Chrysler</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gottlieb_Daimler</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rudolf_Diesel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alonzo_Decker</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Konrad_Dannenberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Marcel_Dassault</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Donald_Wills_Douglas</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Eupalinos</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Johann_Faulhaber</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Henrich_Focke</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Fokker</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Fulton</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jethro_Tull</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hugo_Junkers</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kalaschnikow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kawasaki_Shozo</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Koroljow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Max_Grundig</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Herman_Hollerith</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_August_Horch</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Iljuschin</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Steve_Jobs</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ferruccio_Lamborghini</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Otto_Lilienthal</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hans_Liebherr</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wilhelm_Maybach</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Elwood_Mead</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Willy_Messerschmitt</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mikojan</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Joseph_Michel_Montgolfier</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jacques_Etienne_Montgolfier</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Adrian_Newey</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Heinz_Nixdorf</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pabst_von_Ohain</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_William_Hewlett</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pirelli</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Porsche</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Karl_Rabe</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Louis_Renault</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Henry_Royce</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Robert_Stirling</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Skoda</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Werner_von_Siemens</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ernst_Sachs</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Toyoda_Sakichi</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Johann_Vaillant</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Zeiss</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Zeppelin</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_ENGINEER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_ENGINEER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_ENGINEER_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ENGINEER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ENGINEER</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CORPORATION_4</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CORPORATION_5</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseHurry>500</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ENGINEER</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_ENGINEER_MODERN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GREAT_GENERAL</Class>
			<Type>UNIT_GREAT_GENERAL</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_DR_BRAIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SARGON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SUN_TZU</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LYSANDER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PTOLEMY_SOTER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHANDRAGUPTA_MAURYA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HAMILCAR_BARCA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GAIUS_MARIUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SCIPIO_AFRICANUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ARMINIUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CAO_CAO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZHUGE_LIANG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BELISARIUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_KHALED_IBN_AL_WALID</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHARLES_MARTEL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILLIAM_THE_CONQUEROR</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SUBUTAI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_TIMUR</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AUITZOTL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HERNAN_CORTES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FRANCISCO_PIZARRO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MICHIEL_DE_RUYTER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CROMWELL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_EUGENE_OF_SAVOY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LORD_NELSON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GERONIMO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ROBERT_LEE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_YAMAMOTO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_PATTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MONTGOMERY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GUERDIAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ROMMEL</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ZHUKOV</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Guja</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Coileain</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Moltke</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lettow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wallace</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Scharnhorst</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gneisenau</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Leberecht</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Dessauer</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mackensen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hindenburg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ludendorff</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wartenburg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Zieten</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Schlieffen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Felix_Steiner</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sepp_Dietrich</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Koos</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hono_Heke</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Douglas_McArthur</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Eisenhower</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ulysses</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sherman</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jackson</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Waldersee</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Stuart</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Villars</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Tilly</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wallenstein</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Choi-Yong</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Choong-Moo</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kornilow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wrangel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Brussilow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ungern-Sternberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gotovina</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Nobunaga</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Albuquerque</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Alkibiades</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Savoyen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Attila</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Auersperg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ermolli</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kai-shek</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clausewitz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clay</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hotzendorf</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Dajan</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Fuller</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Frundsberg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Agricola</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Guerrero</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Haig</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Hancock</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lazar</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Obilic</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jelacic</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Miltiades</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kimon</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kitchener</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Komorowski</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Konon</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Tadeusz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Fayette</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lefebvre</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sanders</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lysander</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Freiherr</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Seleukos</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Lysimachos</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mac-Mahon</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Mannerheim</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Manstein</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Manteuffel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Marlborough</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Marwitz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Menschikow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Murat</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Naresuan</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Nassau-Siegen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Nimitz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Karadjordje</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Obrenovic</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Higgins</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Osman</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Parmenion</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Patch</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pershing</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Poniatowski</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Prescott</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Massud</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Pascha</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Skanderbeg</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Spee</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Steuben</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Sucre</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Tvrtko</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Kraljevic</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Suworow</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Taksin</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wellington</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Xenophon</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Xiahou_Dun</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Xiahou_Yuan</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>UNITCLASS_GREAT_GENERAL</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GENERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARLORD_ANCIENT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
			<iLeaderExperience>30</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GREAT_SPY</Class>
			<Type>UNIT_GREAT_SPY</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_PEBEKKAMEN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_EPHIALTES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JING_KE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_QIN_WUYANG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CALIPPUS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_LEONE_ALBERTI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_BARLOW</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_FRANCIS_WALSINGHAM</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_HATTORI_HANZO</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BALTHASAR_GERARD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ANTHONY_BABINGTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ISHIKAWA_GOEMON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GASPAR_GRAZIANI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GUY_FAWKES</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JOHN_HONEYMAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NATHAN_HALE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CHARLOTTE_CORDAY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_GIACOMO_CASANOVA</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ALLAN_PINKERTON</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILLIAM_MELVILLE</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_BELLE_BOYD</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SIDNEY_REILLY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_AN_JUNG_GEUN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_CLAUDE_DANSEY</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MATA_HARI</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_J_EDGAR_HOOVER</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MOE_BERG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ETHEL_ROSENBERG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_JULIUS_ROSENBERG</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_SUZANNE_SPAAK</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_WILLIAM_DONOVAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_NOLAN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_ATLAS</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_EYSTEIN</UniqueName> 
				<UniqueName>TXT_KEY_GREAT_PERSON_MAX_GOGF</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gunter_Guillaume</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Markus_Wolf</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Reinhard_Gehlen</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Klaus_Fuchs</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Elsbeth_Schragmuller</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rudolf_Iwanowitsch_Abel</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Gary_Francis_Powers</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Richard Sorge</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wolfgang_Lotz</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_George_Blake</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Rainer_Rupp</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Jules_Crawford_Silber</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Carl_Hans_Lody</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Clyde_Lee_Conrad</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Wilhelm_Canaris</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_Ruth_Werner</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GREAT_SPY</DefaultUnitAI>
			<Description>TXT_KEY_SPECIALIST_GREAT_SPY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_SPY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_SPY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>1</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GREAT_SPY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_SPY</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CORPORATION_6</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>1</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>1</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>1000</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ANCIENT_GREAT_SPY</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_GREAT_SPY</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GREAT_ARCHITECT</Class>
			<Type>UNIT_GREAT_ARCHITECT</Type>
			<UniqueNames>
				<UniqueName>Leon Battista Alberti</UniqueName> 
				<UniqueName>Filippo Brunelleschi</UniqueName> 
				<UniqueName>Michelangelo Buonarroti</UniqueName> 
				<UniqueName>Philibert Delorme</UniqueName> 
				<UniqueName>Jacopo Sansovino</UniqueName> 
				<UniqueName>Sebastiano Serlio</UniqueName> 
				<UniqueName>Giacomo da Vignola</UniqueName> 
				<UniqueName>Germain Boffrand</UniqueName> 
				<UniqueName>Pietro da Cortona</UniqueName> 
				<UniqueName>David Gilly</UniqueName> 
				<UniqueName>Joseph Emanuel Fischer von Erlach</UniqueName> 
				<UniqueName>Johann Ferdinand Hetzendorf von Hohenberg</UniqueName> 
				<UniqueName>Johann Lukas von Hildebrandt</UniqueName> 
				<UniqueName>Carl Gotthard Langhans</UniqueName> 
				<UniqueName>Antoine Lepautre</UniqueName> 
				<UniqueName>Balthasar Neumann</UniqueName> 
				<UniqueName>Jaques-Germain Soufflot</UniqueName> 
				<UniqueName>Sir Christopher Wren</UniqueName>
				<UniqueName>Alessandro Antonelli</UniqueName>
				<UniqueName>Gustave Eiffel</UniqueName>
				<UniqueName>Alexander Linnemann</UniqueName>
				<UniqueName>Koloman Moser</UniqueName>
				<UniqueName>Gottfried Semper</UniqueName>
				<UniqueName>Paul Wilhelm Eduard Sprenger</UniqueName>
				<UniqueName>Louis Sullivan</UniqueName>
				<UniqueName>Otto Wagner</UniqueName>
				<UniqueName>Alvar Aalto</UniqueName>
				<UniqueName>Le Corbusier</UniqueName>
				<UniqueName>Peter Eisenman</UniqueName>
				<UniqueName>Hassan Fathy</UniqueName>
				<UniqueName>Tony Garnier</UniqueName>
				<UniqueName>Friedensreich Hundertwasser</UniqueName>
				<UniqueName>Erich Mendelsohn</UniqueName>
				<UniqueName>Gerrit Thomas Rietveld</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_ARCHITECT</Description>
			<Civilopedia>TXT_KEY_UNIT_GREAT_ARCHITECT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_ARCHITECT_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_GREAT_ARCHITECT_HELP</Help>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ENGINEER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>500</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREAT_ARCHITECT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_GREAT_ARCHITECT</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GREAT_STATESMAN</Class>
			<Type>UNIT_GREAT_STATESMAN</Type>
			<UniqueNames>
				<UniqueName>Niccholo Machiavelli</UniqueName> 
				<UniqueName>Cicero</UniqueName> 
				<UniqueName>Gaius Sempronius Gracchus</UniqueName> 
				<UniqueName>Demosthenes</UniqueName> 
				<UniqueName>Abdullah bin Abdulaziz Al Saud</UniqueName> 
				<UniqueName>Xi Yinping</UniqueName> 
				<UniqueName>John F. Kennedy</UniqueName> 
				<UniqueName>Oliver Cromwell</UniqueName> 
				<UniqueName>Urban II.</UniqueName> 
				<UniqueName>Umar ibn al-Khattab</UniqueName> 
				<UniqueName>Michail Gorbatschow</UniqueName> 
				<UniqueName>Menes</UniqueName> 
				<UniqueName>Wladimir Illjitsch Lenin</UniqueName> 
				<UniqueName>Maximilien de Robespierre</UniqueName> 
				<UniqueName>Zayid bin Sultan Al Nahyan</UniqueName> 
				<UniqueName>Che Guevera</UniqueName> 
				<UniqueName>Jassir Arafat</UniqueName> 
				<UniqueName>Walter Ulbricht</UniqueName>
				<UniqueName>Josip Broz Tito</UniqueName>
				<UniqueName>Joseph Goebbels</UniqueName>
				<UniqueName>Sigismund</UniqueName>
				<UniqueName>Kofi Annan</UniqueName>
				<UniqueName>Sithu U Thant</UniqueName>
				<UniqueName>Carlos Saavedra Lamas</UniqueName>
				<UniqueName>Le Duc Tho</UniqueName>
				<UniqueName>Richard I.</UniqueName>
				<UniqueName>Alexander II. Nikolajewitsch</UniqueName>
				<UniqueName>Helmut Kohl</UniqueName>
				<UniqueName>Dietrich Schindler</UniqueName>
				<UniqueName>Mehmed Fuad Pascha</UniqueName>
				<UniqueName>Tiberius Sempronius Gracchus</UniqueName>
				<UniqueName>Kimon</UniqueName>
				<UniqueName>Gustav Stresemann</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MERCHANT</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_STATESMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_GREAT_STATESMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_STATESMAN_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_GREAT_STATESMAN_HELP</Help>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MERCHANT</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREAT_STATESMAN_EUROPEAN</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_GREAT_STATESMAN_EUROPEAN</LateArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SLAVE</Class>
			<Type>UNIT_SLAVE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>UNITCOMBAT_WORKER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SLAVE</Description>
			<Civilopedia>TXT_KEY_UNIT_SLAVE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SLAVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GENERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_SLAVE</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>0</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SLAVE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GLADIATOR</Class>
			<Type>UNIT_GLADIATOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GLADIATOR</Description>
			<Civilopedia>TXT_KEY_UNIT_GLADIATOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GLADIATOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GENERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GLADIATOR</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>1</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>100</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>0</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>1</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GLADIATOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
<!-- BASE ALIEN UNITS START -->
		<UnitInfo>
			<Class>UNITCLASS_UFO</Class>
			<Type>UNIT_UFO</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_UFO</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>1</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES,INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE,INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>1</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>10</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>20</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>100</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>90</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>50</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_UFO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TROOPER</Class>
			<Type>UNIT_TROOPER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TROOPER</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PARADROP</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>10</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>30</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>100</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>15</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TROOPER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SENTINEL</Class>
			<Type>UNIT_SENTINEL</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SENTINEL</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>1</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>40</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>20</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SENTINEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_REPLICATION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LOCUST</Class>
			<Type>UNIT_LOCUST</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LOCUST</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES,INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE,INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>50</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>10</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>25</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LOCUST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PREDATOR</Class>
			<Type>UNIT_PREDATOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PREDATOR</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>60</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>15</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>30</iAsset>
			<iPower>60</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PREDATOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GOLIATH</Class>
			<Type>UNIT_GOLIATH</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GOLIATH</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>3</iBaseMoves>
			<iMaxAttackCount>3</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>70</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>25</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>20</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>35</iAsset>
			<iPower>70</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GOLIATH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPIDER_I</Class>
			<Type>UNIT_SPIDER_I</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPIDER_I</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>80</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>75</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>50</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>25</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>8</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>40</iAsset>
			<iPower>80</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPIDER_I</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPIDER_II</Class>
			<Type>UNIT_SPIDER_II</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPIDER_II</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>1</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>90</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>100</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>75</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>30</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>9</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>45</iAsset>
			<iPower>90</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPIDER_II</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARAUDER</Class>
			<Type>UNIT_MARAUDER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARAUDER</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES,INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE,INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>0</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>2</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>100</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>50</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>10</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>0</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_SALPETER</BonusType>
					<iProductonModifier>0</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>50</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>50</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARAUDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ABSORPTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AVENGER</Class>
			<Type>UNIT_AVENGER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ALIEN</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AVENGER</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bQuickCombat>0</bQuickCombat>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<FlankingStrikeUnitClasses/>
			<FlankingStrikeUnitCombats/>
			<iFlankingStrikeLimit>0</iFlankingStrikeLimit>
			<iFlankingStrikeMaxUnits>0</iFlankingStrikeMaxUnits>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_SPECIAL_FORCES,INVISIBLE_SUBMARINE,INVISIBLE_SILENT_SUBMARINE,INVISIBLE_STEALTH_SUBMARINE,INVISIBLE_STEALTH_SHIP</SeeInvisible>
			<bInvisible>0</bInvisible>
			<bDefendInvisible>0</bDefendInvisible>
			<bRivalTerritory>0</bRivalTerritory>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNoCapture>0</bNoCapture>
			<bNoRevealMap>0</bNoRevealMap>
			<iBaseMoves>2</iBaseMoves>
			<iMaxAttackCount>2</iMaxAttackCount>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<PassableRouteNeededs/>
			<TerrainNatives/>
			<FeatureNatives/>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iAirRange>20</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<iCombat>0</iCombat>
			<iCombatLimit>0</iCombatLimit>
			<iAirCombat>50</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>100</iInterceptionProbability>
			<iEvasionProbability>80</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>10</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<!-- rucivfan_combat_system_extended rcse[ -->
			<bNoExperienceIncrease>1</bNoExperienceIncrease>
			<bBerserk>0</bBerserk>
			<UnitCombatAttackModifiers/>
			<UnitCombatDefenseModifiers/>
			<iAttackModifier>0</iAttackModifier>
			<iDefenseModifier>0</iDefenseModifier>
			<iAmphibAttackModifier>0</iAmphibAttackModifier>
			<iAmphibDefenseModifier>0</iAmphibDefenseModifier>
			<iCombatByEra>0</iCombatByEra>
			<iAirCombatByEra>0</iAirCombatByEra>
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse-->
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>0</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>50</iBombRate>
			<iBombardRate>0</iBombardRate>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>50</iAsset>
			<iPower>50</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AVENGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFLECTION</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NANOIDS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<!-- rucivfan_promotion_unit_classes_condition rpucc[ -->
			<LockPromotions/>
			<UnlockPromotions/>
			<PromoteAsUnitClassTypes/>
			<!-- ]rucivfan_promotion_unit_classes_condition rpucc -->
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
