######Advances####################################
[ADVANCE_RADAR_PREREQ]
[END]

[ADVANCE_RADAR_STATISTICS]
Gives: 
0-200 Knowledge Points and possibly some other useful items.
[END]

[ADVANCE_RADAR_GAMEPLAY]
Scattered throughout the Lore Tree are Ringlore bonuses. These Lores are VERY important because they will grant your realm Knowledge Points...furthermore, some of these Lores will grant your realm special units, wonders, governments and buildings. When you get these Lores, check your build queues for any additions. Each Lore is worth anywhere from 0 (...a false lead) to 200 Knowledge Points.
[END]

[ADVANCE_RADAR_HISTORICAL]
[END]


[ADVANCE_CYBERNETICS_PREREQ]
[END]

[ADVANCE_CYBERNETICS_STATISTICS]
Realm-specific Lore offer unique bonuses to your Realm. 
[END]

[ADVANCE_CYBERNETICS_GAMEPLAY]
Scattered throughout the Lore Tree are Lores that only your Realm can unlock. However, these Lores will not reveal what they offer until you complete them...then you will need to check your build queues for special Wonders, Tile Improvements, Buildings and Units.
[END]

[ADVANCE_CYBERNETICS_HISTORICAL]
[END]


[ADVANCE_AGRICULTURE_PREREQ]
Requires: 
None
[END]

[ADVANCE_AGRICULTURE_STATISTICS]
[END]

[ADVANCE_AGRICULTURE_GAMEPLAY]
[END]

[ADVANCE_AGRICULTURE_HISTORICAL]
[END]


[ADVANCE_ALCHEMY_PREREQ]
Requires: 
Cosmology
Ballistics
[END]

[ADVANCE_ALCHEMY_STATISTICS]
[END]

[ADVANCE_ALCHEMY_GAMEPLAY]
Gives:
 
Longboats (U)

Access to Realm Lore (Haradrim)
[END]

[ADVANCE_ALCHEMY_HISTORICAL]
[END]


[ADVANCE_ALCHEMY_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ALCHEMY_HARADRIM_STATISTICS]
[END]

[ADVANCE_ALCHEMY_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_ALCHEMY_HARADRIM_HISTORICAL]
[END]


[ADVANCE_APPLIED_MATH_PREREQ]
Requires: 

Astronomy
[END]

[ADVANCE_APPLIED_MATH_STATISTICS]
[END]

[ADVANCE_APPLIED_MATH_GAMEPLAY]

Gives:
 
Access to Realm Lore (Isengard)
[END]

[ADVANCE_APPLIED_MATH_HISTORICAL]
[END]


[ADVANCE_APPLIED_MATH_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_APPLIED_MATH_ISENGARD_STATISTICS]
[END]

[ADVANCE_APPLIED_MATH_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_APPLIED_MATH_ISENGARD_HISTORICAL]
[END]


[ADVANCE_AQUEDUCTS_PREREQ]
Requires: 

Granaries

Masonry
[END]

[ADVANCE_AQUEDUCTS_STATISTICS]
[END]

[ADVANCE_AQUEDUCTS_GAMEPLAY]
Gives:
 
Cistern (B)
Access to Realm Lore (Men)
[END]

[ADVANCE_AQUEDUCTS_HISTORICAL]
[END]


[ADVANCE_AQUEDUCTS_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_AQUEDUCTS_MEN_STATISTICS]
[END]

[ADVANCE_AQUEDUCTS_MEN_GAMEPLAY]
[END]

[ADVANCE_AQUEDUCTS_MEN_HISTORICAL]
[END]


[ADVANCE_ARCHERY_PREREQ]
Requires: 

Archery Barracks I

Training Barracks II
[END]

[ADVANCE_ARCHERY_STATISTICS]
[END]

[ADVANCE_ARCHERY_GAMEPLAY]
Gives:
 
Longbows (U)
Access to Realm Lore (Haradrim, Isengard, Mordor, Sindar)
[END]

[ADVANCE_ARCHERY_HISTORICAL]
[END]


[ADVANCE_ARCHERY_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHERY_ELVES_STATISTICS]
[END]

[ADVANCE_ARCHERY_ELVES_GAMEPLAY]
[END]

[ADVANCE_ARCHERY_ELVES_HISTORICAL]
[END]


[ADVANCE_ARCHERY_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHERY_HARADRIM_STATISTICS]
[END]

[ADVANCE_ARCHERY_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_ARCHERY_HARADRIM_HISTORICAL]
[END]


[ADVANCE_ARCHERY_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHERY_ISENGARD_STATISTICS]
Gives:
[END]

[ADVANCE_ARCHERY_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_ARCHERY_ISENGARD_HISTORICAL]
[END]


[ADVANCE_ARCHERY_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHERY_ORCS_STATISTICS]
[END]

[ADVANCE_ARCHERY_ORCS_GAMEPLAY]
[END]

[ADVANCE_ARCHERY_ORCS_HISTORICAL]
[END]


[ADVANCE_ARCHITECTURE_PREREQ]
Requires:
 
Applied Math

Brickworks
[END]

[ADVANCE_ARCHITECTURE_STATISTICS]
[END]

[ADVANCE_ARCHITECTURE_GAMEPLAY]
Gives: 
Watch Tower (TI)
Access to Realm Lore (Dwarves, Gondor, Mordor)
[END]

[ADVANCE_ARCHITECTURE_HISTORICAL]
[END]


[ADVANCE_ARCHITECTURE_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHITECTURE_DWARVES_STATISTICS]
[END]

[ADVANCE_ARCHITECTURE_DWARVES_GAMEPLAY]
[END]

[ADVANCE_ARCHITECTURE_DWARVES_HISTORICAL]
[END]


[ADVANCE_ARCHITECTURE_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHITECTURE_GONDOR_STATISTICS]
[END]

[ADVANCE_ARCHITECTURE_GONDOR_GAMEPLAY]
[END]

[ADVANCE_ARCHITECTURE_GONDOR_HISTORICAL]
[END]


[ADVANCE_ARCHITECTURE_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ARCHITECTURE_MORDOR_STATISTICS]
[END]

[ADVANCE_ARCHITECTURE_MORDOR_GAMEPLAY]
[END]

[ADVANCE_ARCHITECTURE_MORDOR_HISTORICAL]
[END]


[ADVANCE_ASTRONOMY_PREREQ]
Requires:
 
The Second Age - 3320
[END]

[ADVANCE_ASTRONOMY_STATISTICS]
[END]

[ADVANCE_ASTRONOMY_GAMEPLAY]
Gives: 
Archives (B)
Access to Realm Lore (Isengard)
[END]

[ADVANCE_ASTRONOMY_HISTORICAL]
[END]


[ADVANCE_ASTRONOMY_ISENGARD_PREREQ]
Requires: 
Astronomy
Isengard
[END]

[ADVANCE_ASTRONOMY_ISENGARD_STATISTICS]
[END]

[ADVANCE_ASTRONOMY_ISENGARD_GAMEPLAY]
Watch of the Istari (W)
[END]

[ADVANCE_ASTRONOMY_ISENGARD_HISTORICAL]
[END]


[ADVANCE_BALLISTA_TOWERS_PREREQ]
Requires: 

Masonry
Siege Workshop
[END]

[ADVANCE_BALLISTA_TOWERS_STATISTICS]
[END]

[ADVANCE_BALLISTA_TOWERS_GAMEPLAY]
Gives: 

Ballista Tower (B)
[END]

[ADVANCE_BALLISTA_TOWERS_HISTORICAL]
[END]


[ADVANCE_BALLISTICS_PREREQ]
Requires: 

Propulsion
Composite Bow Barracks
[END]

[ADVANCE_BALLISTICS_STATISTICS]
[END]

[ADVANCE_BALLISTICS_GAMEPLAY]
Gives:
Onager (U)
[END]

[ADVANCE_BALLISTICS_HISTORICAL]
[END]


[ADVANCE_BARRACKS_PREREQ]
Requires:

Training Barracks II

The Third Age
[END]

[ADVANCE_BARRACKS_STATISTICS]
[END]

[ADVANCE_BARRACKS_GAMEPLAY]
Gives:

Maceman (U)
Access to Realm Lore (Angmar, Mordor)
[END]

[ADVANCE_BARRACKS_HISTORICAL]
[END]


[ADVANCE_BARRACKS_ANGMAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BARRACKS_ANGMAR_STATISTICS]
[END]

[ADVANCE_BARRACKS_ANGMAR_GAMEPLAY]
[END]

[ADVANCE_BARRACKS_ANGMAR_HISTORICAL]
[END]


[ADVANCE_BARRACKS_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BARRACKS_ORCS_STATISTICS]
[END]

[ADVANCE_BARRACKS_ORCS_GAMEPLAY]
[END]

[ADVANCE_BARRACKS_ORCS_HISTORICAL]
[END]


[ADVANCE_BRICK_MAKING_PREREQ]
Requires:

Stone Working

Serfdom
[END]

[ADVANCE_BRICK_MAKING_STATISTICS]
[END]

[ADVANCE_BRICK_MAKING_GAMEPLAY]
Gives:
Barricades (B)
[END]

[ADVANCE_BRICK_MAKING_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_PREREQ]
Requires:

Metal Working

[END]

[ADVANCE_BRONZE_WORKING_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_GAMEPLAY]
Gives:

Swordsman (U)
Access to Realm Lore (Arnor, Angmar, Dwarves, Easterling, Haradrim, Mordor)
[END]

[ADVANCE_BRONZE_WORKING_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_ANGMAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BRONZE_WORKING_ANGMAR_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_ANGMAR_GAMEPLAY]
[END]

[ADVANCE_BRONZE_WORKING_ANGMAR_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BRONZE_WORKING_ARNOR_STATISTICS]
Gives:
[END]

[ADVANCE_BRONZE_WORKING_ARNOR_GAMEPLAY]
[END]

[ADVANCE_BRONZE_WORKING_ARNOR_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BRONZE_WORKING_DWARVES_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_DWARVES_GAMEPLAY]
[END]

[ADVANCE_BRONZE_WORKING_DWARVES_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_EASTERLING_PREREQ]
Requires: 
Training Barracks II
Easterling
[END]

[ADVANCE_BRONZE_WORKING_EASTERLING_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_EASTERLING_GAMEPLAY]
Gives
Realm of the East (W)
[END]

[ADVANCE_BRONZE_WORKING_EASTERLING_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BRONZE_WORKING_HARADRIM_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_BRONZE_WORKING_HARADRIM_HISTORICAL]
[END]


[ADVANCE_BRONZE_WORKING_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BRONZE_WORKING_ORCS_STATISTICS]
[END]

[ADVANCE_BRONZE_WORKING_ORCS_GAMEPLAY]
[END]

[ADVANCE_BRONZE_WORKING_ORCS_HISTORICAL]
[END]


[ADVANCE_BUREAUCRACY_PREREQ]
Requires:

Guilds

Law of the King
[END]

[ADVANCE_BUREAUCRACY_STATISTICS]
[END]

[ADVANCE_BUREAUCRACY_GAMEPLAY]
Gives: 
Market (B)
Granary (B)
Access to Realm Lore (Men, Easterling)
[END]

[ADVANCE_BUREAUCRACY_HISTORICAL]
[END]


[ADVANCE_BUREAUCRACY_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BUREAUCRACY_EASTERLING_STATISTICS]
[END]

[ADVANCE_BUREAUCRACY_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_BUREAUCRACY_EASTERLING_HISTORICAL]
[END]


[ADVANCE_BUREAUCRACY_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_BUREAUCRACY_MEN_STATISTICS]
[END]

[ADVANCE_BUREAUCRACY_MEN_GAMEPLAY]
[END]

[ADVANCE_BUREAUCRACY_MEN_HISTORICAL]
[END]


[ADVANCE_CEREMONIAL_BURIAL_PREREQ]
Requires:

The Second Age - 3320
[END]

[ADVANCE_CEREMONIAL_BURIAL_STATISTICS]
[END]

[ADVANCE_CEREMONIAL_BURIAL_GAMEPLAY]
Gives:
Burial Mound (B)
[END]

[ADVANCE_CEREMONIAL_BURIAL_HISTORICAL]
[END]


[ADVANCE_CHARIOTS_PREREQ]
Requires:

Stables I

Wheel
[END]

[ADVANCE_CHARIOTS_STATISTICS]
[END]

[ADVANCE_CHARIOTS_GAMEPLAY]
Gives:
Access to Realm Lore (Easterling, Haradrim, Rohan)
[END]

[ADVANCE_CHARIOTS_HISTORICAL]
[END]


[ADVANCE_CHARIOTS_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CHARIOTS_EASTERLING_STATISTICS]
[END]

[ADVANCE_CHARIOTS_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_CHARIOTS_EASTERLING_HISTORICAL]
[END]


[ADVANCE_CHARIOTS_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CHARIOTS_HARADRIM_STATISTICS]
[END]

[ADVANCE_CHARIOTS_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_CHARIOTS_HARADRIM_HISTORICAL]
[END]


[ADVANCE_CHARIOTS_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CHARIOTS_ROHAN_STATISTICS]
[END]

[ADVANCE_CHARIOTS_ROHAN_GAMEPLAY]
[END]

[ADVANCE_CHARIOTS_ROHAN_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_PREREQ]
Requires:

Law of the King

Trade Routes
[END]

[ADVANCE_CITY_STATE_STATISTICS]
[END]

[ADVANCE_CITY_STATE_GAMEPLAY]
Gives:
Feudalism (G)
Access to Realm Lore (Arnor, Dwarves, Easterling, Gondor, Haradrim, Isengard)
[END]

[ADVANCE_CITY_STATE_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_ARNOR_STATISTICS]
[END]

[ADVANCE_CITY_STATE_ARNOR_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_ARNOR_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_DWARVES_STATISTICS]
[END]

[ADVANCE_CITY_STATE_DWARVES_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_DWARVES_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_EASTERLING_STATISTICS]
[END]

[ADVANCE_CITY_STATE_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_EASTERLING_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_GONDOR_STATISTICS]
[END]

[ADVANCE_CITY_STATE_GONDOR_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_GONDOR_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_HARADRIM_STATISTICS]
[END]

[ADVANCE_CITY_STATE_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_HARADRIM_HISTORICAL]
[END]


[ADVANCE_CITY_STATE_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CITY_STATE_ISENGARD_STATISTICS]
[END]

[ADVANCE_CITY_STATE_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_CITY_STATE_ISENGARD_HISTORICAL]
[END]


[ADVANCE_CIVIC_ENGINEERING_PREREQ]
Requires:

Concrete

Geometry
[END]

[ADVANCE_CIVIC_ENGINEERING_STATISTICS]
[END]

[ADVANCE_CIVIC_ENGINEERING_GAMEPLAY]
Gives:
Stone Road (TI)
Castle (B)
Foundry (B)
Access to Realm Lore (Hobbits, Mordor)
[END]

[ADVANCE_CIVIC_ENGINEERING_HISTORICAL]
[END]


[ADVANCE_CIVIC_ENGINEERING_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CIVIC_ENGINEERING_HOBBITS_STATISTICS]
[END]

[ADVANCE_CIVIC_ENGINEERING_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_CIVIC_ENGINEERING_HOBBITS_HISTORICAL]
[END]


[ADVANCE_CIVIC_ENGINEERING_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CIVIC_ENGINEERING_MORDOR_STATISTICS]
[END]

[ADVANCE_CIVIC_ENGINEERING_MORDOR_GAMEPLAY]
[END]

[ADVANCE_CIVIC_ENGINEERING_MORDOR_HISTORICAL]
[END]


[ADVANCE_COMPOSITE_BOW_PREREQ]
Requires:

Training Barracks III

Longbow Barracks
[END]

[ADVANCE_COMPOSITE_BOW_STATISTICS]
[END]

[ADVANCE_COMPOSITE_BOW_GAMEPLAY]
Gives:

Composite Bowman (U)
Access to Realm Lore (Mordor, Sindar)
[END]

[ADVANCE_COMPOSITE_BOW_HISTORICAL]
[END]


[ADVANCE_COMPOSITE_BOW_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COMPOSITE_BOW_ELVES_STATISTICS]
[END]

[ADVANCE_COMPOSITE_BOW_ELVES_GAMEPLAY]
[END]

[ADVANCE_COMPOSITE_BOW_ELVES_HISTORICAL]
[END]


[ADVANCE_COMPOSITE_BOW_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COMPOSITE_BOW_ORCS_STATISTICS]
[END]

[ADVANCE_COMPOSITE_BOW_ORCS_GAMEPLAY]
[END]

[ADVANCE_COMPOSITE_BOW_ORCS_HISTORICAL]
[END]


[ADVANCE_CONCRETE_PREREQ]
Requires:

Aqueducts

Concrete
[END]

[ADVANCE_CONCRETE_STATISTICS]
[END]

[ADVANCE_CONCRETE_GAMEPLAY]
Gives:
Great Mithril Vein (W)
Access to Realm Lore (Evil, Good)
[END]

[ADVANCE_CONCRETE_HISTORICAL]
[END]


[ADVANCE_CONCRETE_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CONCRETE_EVIL_STATISTICS]
Gives:
[END]

[ADVANCE_CONCRETE_EVIL_GAMEPLAY]
[END]

[ADVANCE_CONCRETE_EVIL_HISTORICAL]
[END]


[ADVANCE_CONCRETE_GOOD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CONCRETE_GOOD_STATISTICS]
Gives:
[END]

[ADVANCE_CONCRETE_GOOD_GAMEPLAY]
[END]

[ADVANCE_CONCRETE_GOOD_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_PREREQ]
Requires:

Mining

Trade Routes
[END]

[ADVANCE_COPPER_SMELTING_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_GAMEPLAY]
Gives:
Forge (B)
Access to Realm Lore (Evil, Angmar, Dwarves, Easterling, Mordor, Sindar)
[END]

[ADVANCE_COPPER_SMELTING_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_ANGMAR_PREREQ]
Requires: 
Metal Working
Angmar
[END]

[ADVANCE_COPPER_SMELTING_ANGMAR_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_ANGMAR_GAMEPLAY]
Gives:
Realm of Angmar (W)
[END]

[ADVANCE_COPPER_SMELTING_ANGMAR_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COPPER_SMELTING_DWARVES_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_DWARVES_GAMEPLAY]
[END]

[ADVANCE_COPPER_SMELTING_DWARVES_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COPPER_SMELTING_EASTERLING_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_COPPER_SMELTING_EASTERLING_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COPPER_SMELTING_EVIL_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_EVIL_GAMEPLAY]
[END]

[ADVANCE_COPPER_SMELTING_EVIL_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COPPER_SMELTING_MORDOR_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_MORDOR_GAMEPLAY]
[END]

[ADVANCE_COPPER_SMELTING_MORDOR_HISTORICAL]
[END]


[ADVANCE_COPPER_SMELTING_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COPPER_SMELTING_SINDAR_STATISTICS]
[END]

[ADVANCE_COPPER_SMELTING_SINDAR_GAMEPLAY]
[END]

[ADVANCE_COPPER_SMELTING_SINDAR_HISTORICAL]
[END]


[ADVANCE_COSMOLOGY_PREREQ]
Requires:

Applied Math

The Third Age
[END]

[ADVANCE_COSMOLOGY_STATISTICS]
[END]

[ADVANCE_COSMOLOGY_GAMEPLAY]
Gives:
Library (B)
Access to Realm Lore (Arnor, Haradrim, Sindar)
[END]

[ADVANCE_COSMOLOGY_HISTORICAL]
[END]


[ADVANCE_COSMOLOGY_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COSMOLOGY_ARNOR_STATISTICS]
[END]

[ADVANCE_COSMOLOGY_ARNOR_GAMEPLAY]
[END]

[ADVANCE_COSMOLOGY_ARNOR_HISTORICAL]
[END]


[ADVANCE_COSMOLOGY_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COSMOLOGY_HARADRIM_STATISTICS]
[END]

[ADVANCE_COSMOLOGY_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_COSMOLOGY_HARADRIM_HISTORICAL]
[END]


[ADVANCE_COSMOLOGY_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COSMOLOGY_SINDAR_STATISTICS]
[END]

[ADVANCE_COSMOLOGY_SINDAR_GAMEPLAY]
[END]

[ADVANCE_COSMOLOGY_SINDAR_HISTORICAL]
[END]


[ADVANCE_COUNCIL_I_PREREQ]
Requires:

The Second Age - 3320
[END]

[ADVANCE_COUNCIL_I_STATISTICS]
[END]

[ADVANCE_COUNCIL_I_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_I_HISTORICAL]
[END]


[ADVANCE_COUNCIL_II_PREREQ]
Requires:

Music of the Ainur
[END]

[ADVANCE_COUNCIL_II_STATISTICS]
[END]

[ADVANCE_COUNCIL_II_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_II_HISTORICAL]
[END]


[ADVANCE_COUNCIL_III_PREREQ]
Requires:

The Third Age
[END]

[ADVANCE_COUNCIL_III_STATISTICS]
[END]

[ADVANCE_COUNCIL_III_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_III_HISTORICAL]
[END]


[ADVANCE_COUNCIL_IV_PREREQ]
Requires:

Justice of the King
[END]

[ADVANCE_COUNCIL_IV_STATISTICS]
[END]

[ADVANCE_COUNCIL_IV_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_IV_HISTORICAL]
[END]


[ADVANCE_COUNCIL_V_PREREQ]
Requires:

Monarchy
[END]

[ADVANCE_COUNCIL_V_STATISTICS]
[END]

[ADVANCE_COUNCIL_V_GAMEPLAY]
Gives:
Academy (B)
[END]

[ADVANCE_COUNCIL_V_HISTORICAL]
[END]


[ADVANCE_COUNCIL_V_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COUNCIL_V_HOBBITS_STATISTICS]
[END]

[ADVANCE_COUNCIL_V_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_V_HOBBITS_HISTORICAL]
[END]


[ADVANCE_COUNCIL_V_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_COUNCIL_V_SINDAR_STATISTICS]
[END]

[ADVANCE_COUNCIL_V_SINDAR_GAMEPLAY]
[END]

[ADVANCE_COUNCIL_V_SINDAR_HISTORICAL]
[END]


[ADVANCE_CURRENCY_PREREQ]
Requires:

Trade Routes

Metal Working
[END]

[ADVANCE_CURRENCY_STATISTICS]
[END]

[ADVANCE_CURRENCY_GAMEPLAY]
Gives:
Mint (B)
Access to Realm Lore (Angmar, Dwarves)
[END]

[ADVANCE_CURRENCY_HISTORICAL]
[END]


[ADVANCE_CURRENCY_ANGMAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CURRENCY_ANGMAR_STATISTICS]
[END]

[ADVANCE_CURRENCY_ANGMAR_GAMEPLAY]
[END]

[ADVANCE_CURRENCY_ANGMAR_HISTORICAL]
[END]


[ADVANCE_CURRENCY_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_CURRENCY_DWARVES_STATISTICS]
[END]

[ADVANCE_CURRENCY_DWARVES_GAMEPLAY]
[END]

[ADVANCE_CURRENCY_DWARVES_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_PREREQ]
Requires:

Stewardship

Barracks V
[END]

[ADVANCE_DICTATORSHIP_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_GAMEPLAY]
Gives:
Tyranny (G)
Access to Realm Lore (Arnor, Dwarves, Easterling, Gondor, Haradrim, Mordor, Rohan)
[END]

[ADVANCE_DICTATORSHIP_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_ARNOR_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_ARNOR_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_ARNOR_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_DWARVES_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_DWARVES_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_DWARVES_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_EASTERLING_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_EASTERLING_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_GONDOR_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_GONDOR_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_GONDOR_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_HARADRIM_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_HARADRIM_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_ORCS_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_ORCS_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_ORCS_HISTORICAL]
[END]


[ADVANCE_DICTATORSHIP_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DICTATORSHIP_ROHAN_STATISTICS]
[END]

[ADVANCE_DICTATORSHIP_ROHAN_GAMEPLAY]
[END]

[ADVANCE_DICTATORSHIP_ROHAN_HISTORICAL]
[END]


[ADVANCE_DOMESTICATION_PREREQ]
Requires:

Agriculture
[END]

[ADVANCE_DOMESTICATION_STATISTICS]
[END]

[ADVANCE_DOMESTICATION_GAMEPLAY]
Access to Realm Lore (Evil)
[END]

[ADVANCE_DOMESTICATION_HISTORICAL]
[END]


[ADVANCE_DOMESTICATION_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DOMESTICATION_EVIL_STATISTICS]
[END]

[ADVANCE_DOMESTICATION_EVIL_GAMEPLAY]
[END]

[ADVANCE_DOMESTICATION_EVIL_HISTORICAL]
[END]


[ADVANCE_DRAMA_PREREQ]
Requires:

Tale of Akallabeth

Music of the Ainur
[END]

[ADVANCE_DRAMA_STATISTICS]
[END]

[ADVANCE_DRAMA_GAMEPLAY]
Access to Realm Lore (Men, Mordor, Sindar)
[END]

[ADVANCE_DRAMA_HISTORICAL]
[END]


[ADVANCE_DRAMA_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DRAMA_MEN_STATISTICS]
[END]

[ADVANCE_DRAMA_MEN_GAMEPLAY]
[END]

[ADVANCE_DRAMA_MEN_HISTORICAL]
[END]


[ADVANCE_DRAMA_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DRAMA_MORDOR_STATISTICS]
[END]

[ADVANCE_DRAMA_MORDOR_GAMEPLAY]
[END]

[ADVANCE_DRAMA_MORDOR_HISTORICAL]
[END]


[ADVANCE_DRAMA_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DRAMA_SINDAR_STATISTICS]
[END]

[ADVANCE_DRAMA_SINDAR_GAMEPLAY]
[END]

[ADVANCE_DRAMA_SINDAR_HISTORICAL]
[END]


[ADVANCE_DYNASTY_PREREQ]
Requires:

Tall of Akellabeth

The Second Age - 3320
[END]

[ADVANCE_DYNASTY_STATISTICS]
[END]

[ADVANCE_DYNASTY_GAMEPLAY]
Gives:

Thainship (G)
Warrior (U)
Access to Realm Lore (Arnor, Gondor, Mordor)
[END]

[ADVANCE_DYNASTY_HISTORICAL]
[END]


[ADVANCE_DYNASTY_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DYNASTY_ARNOR_STATISTICS]
[END]

[ADVANCE_DYNASTY_ARNOR_GAMEPLAY]
[END]

[ADVANCE_DYNASTY_ARNOR_HISTORICAL]
[END]


[ADVANCE_DYNASTY_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DYNASTY_GONDOR_STATISTICS]
[END]

[ADVANCE_DYNASTY_GONDOR_GAMEPLAY]
[END]

[ADVANCE_DYNASTY_GONDOR_HISTORICAL]
[END]


[ADVANCE_DYNASTY_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_DYNASTY_ORCS_STATISTICS]
[END]

[ADVANCE_DYNASTY_ORCS_GAMEPLAY]
[END]

[ADVANCE_DYNASTY_ORCS_HISTORICAL]
[END]


[ADVANCE_ETHICS_PREREQ]
Requires:

Stewardship

The Law of the King
[END]

[ADVANCE_ETHICS_STATISTICS]
[END]

[ADVANCE_ETHICS_GAMEPLAY]
Access to Realm Lore (Good, Isengard)
[END]

[ADVANCE_ETHICS_HISTORICAL]
[END]


[ADVANCE_ETHICS_GOOD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ETHICS_GOOD_STATISTICS]
[END]

[ADVANCE_ETHICS_GOOD_GAMEPLAY]
[END]

[ADVANCE_ETHICS_GOOD_HISTORICAL]
[END]


[ADVANCE_ETHICS_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_ETHICS_ISENGARD_STATISTICS]
[END]

[ADVANCE_ETHICS_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_ETHICS_ISENGARD_HISTORICAL]
[END]


[ADVANCE_GEOMETRY_PREREQ]
Requires:

Astrolabe

Training Barracks V
[END]

[ADVANCE_GEOMETRY_STATISTICS]
[END]

[ADVANCE_GEOMETRY_GAMEPLAY]
Gives:
Treasure of Smaug (W)
[END]

[ADVANCE_GEOMETRY_HISTORICAL]
[END]


[ADVANCE_GRANARIES_PREREQ]
Requires:

Wells

Brickworks
[END]

[ADVANCE_GRANARIES_STATISTICS]
[END]

[ADVANCE_GRANARIES_GAMEPLAY]
Well (B)
Access to Realm Lore (Rohan)
[END]

[ADVANCE_GRANARIES_HISTORICAL]
[END]


[ADVANCE_GRANARIES_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_GRANARIES_ROHAN_STATISTICS]
[END]

[ADVANCE_GRANARIES_ROHAN_GAMEPLAY]
[END]

[ADVANCE_GRANARIES_ROHAN_HISTORICAL]
[END]


[ADVANCE_HERBALISM_PREREQ]
Requires:

Ceremonial Burial

Sanitation
[END]

[ADVANCE_HERBALISM_STATISTICS]
[END]

[ADVANCE_HERBALISM_GAMEPLAY]
Gives:
Apothecary (B)
Access to Realm Lore (Easterling)
[END]

[ADVANCE_HERBALISM_HISTORICAL]
[END]


[ADVANCE_HERBALISM_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HERBALISM_EASTERLING_STATISTICS]
[END]

[ADVANCE_HERBALISM_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_HERBALISM_EASTERLING_HISTORICAL]
[END]


[ADVANCE_HIPPOCRATIC_SCHOOL_PREREQ]
Requires:

Herbalism

The Third Age
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_STATISTICS]
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_GAMEPLAY]
Gives:
Physician (B)
Access to Realm Lore (Gondor, Sindar)
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_HISTORICAL]
[END]


[ADVANCE_HIPPOCRATIC_SCHOOL_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_GONDOR_STATISTICS]
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_GONDOR_GAMEPLAY]
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_GONDOR_HISTORICAL]
[END]


[ADVANCE_HIPPOCRATIC_SCHOOL_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_SINDAR_STATISTICS]
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_SINDAR_GAMEPLAY]
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_SINDAR_HISTORICAL]
[END]


[ADVANCE_HORSE_ARMOR_PREREQ]
Requires:

Stables II

Training Barracks IV
[END]

[ADVANCE_HORSE_ARMOR_STATISTICS]
[END]

[ADVANCE_HORSE_ARMOR_GAMEPLAY]
Gives:

Cavalry (U)
Access to Realm Lore (Men, Mordor, Rohan, Sindar)
[END]

[ADVANCE_HORSE_ARMOR_HISTORICAL]
[END]


[ADVANCE_HORSE_ARMOR_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HORSE_ARMOR_ELVES_STATISTICS]
[END]

[ADVANCE_HORSE_ARMOR_ELVES_GAMEPLAY]
[END]

[ADVANCE_HORSE_ARMOR_ELVES_HISTORICAL]
[END]


[ADVANCE_HORSE_ARMOR_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HORSE_ARMOR_MEN_STATISTICS]
[END]

[ADVANCE_HORSE_ARMOR_MEN_GAMEPLAY]
[END]

[ADVANCE_HORSE_ARMOR_MEN_HISTORICAL]
[END]


[ADVANCE_HORSE_ARMOR_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HORSE_ARMOR_ORCS_STATISTICS]
[END]

[ADVANCE_HORSE_ARMOR_ORCS_GAMEPLAY]
[END]

[ADVANCE_HORSE_ARMOR_ORCS_HISTORICAL]
[END]


[ADVANCE_HORSE_ARMOR_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HORSE_ARMOR_ROHAN_STATISTICS]
[END]

[ADVANCE_HORSE_ARMOR_ROHAN_GAMEPLAY]
[END]

[ADVANCE_HORSE_ARMOR_ROHAN_HISTORICAL]
[END]


[ADVANCE_HORSE_RIDING_PREREQ]
Requires:

Domestication

Archery Barracks I
[END]

[ADVANCE_HORSE_RIDING_STATISTICS]
[END]

[ADVANCE_HORSE_RIDING_GAMEPLAY]
Gives:

Horseman (U)
Access to Realm Lore (Mordor, Rohan)
[END]

[ADVANCE_HORSE_RIDING_HISTORICAL]
[END]


[ADVANCE_HORSE_RIDING_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HORSE_RIDING_ORCS_STATISTICS]
[END]

[ADVANCE_HORSE_RIDING_ORCS_GAMEPLAY]
[END]

[ADVANCE_HORSE_RIDING_ORCS_HISTORICAL]
[END]


[ADVANCE_HORSE_RIDING_ROHAN_PREREQ]
Requires: 
Horse Riding
Rohan
[END]

[ADVANCE_HORSE_RIDING_ROHAN_STATISTICS]
[END]

[ADVANCE_HORSE_RIDING_ROHAN_GAMEPLAY]
Gives:
Realm of Rohan (W)
[END]

[ADVANCE_HORSE_RIDING_ROHAN_HISTORICAL]
[END]


[ADVANCE_HULL_MAKING_PREREQ]
Requires:

Map Making

Geometry
[END]

[ADVANCE_HULL_MAKING_STATISTICS]
Gives:
[END]

[ADVANCE_HULL_MAKING_GAMEPLAY]
Gives:
Fishing Fleets (TI)
Access to Realm Lore (Evil)
[END]

[ADVANCE_HULL_MAKING_HISTORICAL]
[END]


[ADVANCE_HULL_MAKING_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_HULL_MAKING_EVIL_STATISTICS]
[END]

[ADVANCE_HULL_MAKING_EVIL_GAMEPLAY]
[END]

[ADVANCE_HULL_MAKING_EVIL_HISTORICAL]
[END]


[ADVANCE_IRON_WORKING_PREREQ]
Requires:

Training Barracks IV

Astrolabe
[END]

[ADVANCE_IRON_WORKING_STATISTICS]
[END]

[ADVANCE_IRON_WORKING_GAMEPLAY]
Gives: 
Axeman (U)
Access to Realm Lore (Evil, Dwarves, Isengard, Mordor)
[END]

[ADVANCE_IRON_WORKING_HISTORICAL]
[END]


[ADVANCE_IRON_WORKING_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_IRON_WORKING_DWARVES_STATISTICS]
[END]

[ADVANCE_IRON_WORKING_DWARVES_GAMEPLAY]
[END]

[ADVANCE_IRON_WORKING_DWARVES_HISTORICAL]
[END]


[ADVANCE_IRON_WORKING_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_IRON_WORKING_EVIL_STATISTICS]
[END]

[ADVANCE_IRON_WORKING_EVIL_GAMEPLAY]
[END]

[ADVANCE_IRON_WORKING_EVIL_HISTORICAL]
[END]


[ADVANCE_IRON_WORKING_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_IRON_WORKING_ISENGARD_STATISTICS]
[END]

[ADVANCE_IRON_WORKING_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_IRON_WORKING_ISENGARD_HISTORICAL]
[END]


[ADVANCE_IRON_WORKING_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_IRON_WORKING_ORCS_STATISTICS]
[END]

[ADVANCE_IRON_WORKING_ORCS_GAMEPLAY]
[END]

[ADVANCE_IRON_WORKING_ORCS_HISTORICAL]
[END]


[ADVANCE_JURISPRUDENCE_PREREQ]
Requires:

Thainship

Great Council II
[END]

[ADVANCE_JURISPRUDENCE_STATISTICS]
[END]

[ADVANCE_JURISPRUDENCE_GAMEPLAY]
Gives:
Court (B)
Access to Realm Lore (Mordor, Northmen, Rohan)
[END]

[ADVANCE_JURISPRUDENCE_HISTORICAL]
[END]


[ADVANCE_JURISPRUDENCE_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_JURISPRUDENCE_MORDOR_STATISTICS]
[END]

[ADVANCE_JURISPRUDENCE_MORDOR_GAMEPLAY]
[END]

[ADVANCE_JURISPRUDENCE_MORDOR_HISTORICAL]
[END]


[ADVANCE_JURISPRUDENCE_NORTHMEN_PREREQ]
Requires: 
Law of the King
Northmen
[END]

[ADVANCE_JURISPRUDENCE_NORTHMEN_STATISTICS]
[END]

[ADVANCE_JURISPRUDENCE_NORTHMEN_GAMEPLAY]
Gives:
Realm of the North (W)
[END]

[ADVANCE_JURISPRUDENCE_NORTHMEN_HISTORICAL]
[END]


[ADVANCE_JURISPRUDENCE_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_JURISPRUDENCE_ROHAN_STATISTICS]
[END]

[ADVANCE_JURISPRUDENCE_ROHAN_GAMEPLAY]
[END]

[ADVANCE_JURISPRUDENCE_ROHAN_HISTORICAL]
[END]


[ADVANCE_MAP_MAKING_PREREQ]
Requires:

Sails

Currency
[END]

[ADVANCE_MAP_MAKING_STATISTICS]
[END]

[ADVANCE_MAP_MAKING_GAMEPLAY]
Gives:
Harbor (TI)
Shipyard (TI)
Access to Realm Lore (Arnor)
[END]

[ADVANCE_MAP_MAKING_HISTORICAL]
[END]


[ADVANCE_MAP_MAKING_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MAP_MAKING_ARNOR_STATISTICS]
Gives:
[END]

[ADVANCE_MAP_MAKING_ARNOR_GAMEPLAY]
[END]

[ADVANCE_MAP_MAKING_ARNOR_HISTORICAL]
[END]


[ADVANCE_MASONRY_PREREQ]
Requires:

Architecture

Training Barracks II
[END]

[ADVANCE_MASONRY_STATISTICS]
[END]

[ADVANCE_MASONRY_GAMEPLAY]
Gives:
Forts (TI)
Walls (B)
Construction Guild (B)
Access to Realm Lore (Dwarves, Rohan)
[END]

[ADVANCE_MASONRY_HISTORICAL]
[END]


[ADVANCE_MASONRY_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MASONRY_DWARVES_STATISTICS]
[END]

[ADVANCE_MASONRY_DWARVES_GAMEPLAY]
[END]

[ADVANCE_MASONRY_DWARVES_HISTORICAL]
[END]


[ADVANCE_MASONRY_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MASONRY_ROHAN_STATISTICS]
[END]

[ADVANCE_MASONRY_ROHAN_GAMEPLAY]
[END]

[ADVANCE_MASONRY_ROHAN_HISTORICAL]
[END]


[ADVANCE_MINING_PREREQ]
Requires:

Brickworks

Wheel
[END]

[ADVANCE_MINING_STATISTICS]
[END]

[ADVANCE_MINING_GAMEPLAY]
Gives:
Mines (TI)
Access to Realm Lore (Easterling)
[END]

[ADVANCE_MINING_HISTORICAL]
[END]


[ADVANCE_MINING_EASTERLING_PREREQ]
Requires: 
Mining
[END]

[ADVANCE_MINING_EASTERLING_STATISTICS]
[END]

[ADVANCE_MINING_EASTERLING_GAMEPLAY]
Gives:
Realm of the East (W)
[END]

[ADVANCE_MINING_EASTERLING_HISTORICAL]
[END]


[ADVANCE_MOBILE_TACTICS_PREREQ]
Requires:

Chariot Stables

Longbow Barracks
[END]

[ADVANCE_MOBILE_TACTICS_STATISTICS]
[END]

[ADVANCE_MOBILE_TACTICS_GAMEPLAY]
Gives:
Access to Realm Lore (Men, Evil, Rohan, Sindar)
[END]

[ADVANCE_MOBILE_TACTICS_HISTORICAL]
[END]


[ADVANCE_MOBILE_TACTICS_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MOBILE_TACTICS_ELVES_STATISTICS]
[END]

[ADVANCE_MOBILE_TACTICS_ELVES_GAMEPLAY]
[END]

[ADVANCE_MOBILE_TACTICS_ELVES_HISTORICAL]
[END]


[ADVANCE_MOBILE_TACTICS_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MOBILE_TACTICS_EVIL_STATISTICS]
[END]

[ADVANCE_MOBILE_TACTICS_EVIL_GAMEPLAY]
[END]

[ADVANCE_MOBILE_TACTICS_EVIL_HISTORICAL]
[END]


[ADVANCE_MOBILE_TACTICS_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MOBILE_TACTICS_MEN_STATISTICS]
[END]

[ADVANCE_MOBILE_TACTICS_MEN_GAMEPLAY]
[END]

[ADVANCE_MOBILE_TACTICS_MEN_HISTORICAL]
[END]


[ADVANCE_MOBILE_TACTICS_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MOBILE_TACTICS_ROHAN_STATISTICS]
[END]

[ADVANCE_MOBILE_TACTICS_ROHAN_GAMEPLAY]
[END]

[ADVANCE_MOBILE_TACTICS_ROHAN_HISTORICAL]
[END]


[ADVANCE_MONOTHEISM_PREREQ]
Requires:

Great Council I

Serfdom
[END]

[ADVANCE_MONOTHEISM_STATISTICS]
[END]

[ADVANCE_MONOTHEISM_GAMEPLAY]
[END]

[ADVANCE_MONOTHEISM_HISTORICAL]
[END]


[ADVANCE_MONOTHEISM_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_MONOTHEISM_GONDOR_STATISTICS]
Gives:
[END]

[ADVANCE_MONOTHEISM_GONDOR_GAMEPLAY]
[END]

[ADVANCE_MONOTHEISM_GONDOR_HISTORICAL]
[END]


[ADVANCE_OCEAN_FARING_PREREQ]
Requires:

Hull Making

Royal Court
[END]

[ADVANCE_OCEAN_FARING_STATISTICS]
[END]

[ADVANCE_OCEAN_FARING_GAMEPLAY]
Gives: 
Battlements (B)
Access to Realm Lore (Haradrim)
[END]

[ADVANCE_OCEAN_FARING_HISTORICAL]
[END]


[ADVANCE_OCEAN_FARING_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OCEAN_FARING_HARADRIM_STATISTICS]
Gives:
[END]

[ADVANCE_OCEAN_FARING_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_OCEAN_FARING_HARADRIM_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_PREREQ]
Requires:

Currency
The Third Age
[END]

[ADVANCE_OLIGARCHY_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_GAMEPLAY]
Gives:
Guilds (G)
Access to Realm Lore (Angmar, Arnor, Dwarves, Easterling, Gondor, Haradrim, Hobbits, Rohan)
[END]

[ADVANCE_OLIGARCHY_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_ANGMAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_ANGMAR_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_ANGMAR_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_ANGMAR_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_ARNOR_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_ARNOR_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_ARNOR_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_DWARVES_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_DWARVES_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_DWARVES_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_EASTERLING_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_EASTERLING_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_GONDOR_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_GONDOR_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_GONDOR_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_HARADRIM_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_HARADRIM_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_HOBBITS_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_HOBBITS_HISTORICAL]
[END]


[ADVANCE_OLIGARCHY_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_OLIGARCHY_ROHAN_STATISTICS]
[END]

[ADVANCE_OLIGARCHY_ROHAN_GAMEPLAY]
[END]

[ADVANCE_OLIGARCHY_ROHAN_HISTORICAL]
[END]


[ADVANCE_ONE_RING_PREREQ]
Requires:

The Great Council V
[END]

[ADVANCE_ONE_RING_STATISTICS]
[END]

[ADVANCE_ONE_RING_GAMEPLAY]
Gives:
The One Ring - Knowledge (W)
[END]

[ADVANCE_ONE_RING_HISTORICAL]
[END]




[ADVANCE_ONE_RING2_PREREQ]
Requires: 
The Great Council V
[END]

[ADVANCE_ONE_RING2_STATISTICS]
[END]

[ADVANCE_ONE_RING2_GAMEPLAY]
Gives:
The One Ring - Search (W)
Search Party (TI)
[END]

[ADVANCE_ONE_RING2_HISTORICAL]
[END]



[ADVANCE_PHILOSOPHY_PREREQ]
Requires:

Feudalism

History of the First Age
[END]

[ADVANCE_PHILOSOPHY_STATISTICS]
[END]

[ADVANCE_PHILOSOPHY_GAMEPLAY]
Access to Realm Lore (Good, Angmar, Arnor)
[END]

[ADVANCE_PHILOSOPHY_HISTORICAL]
[END]


[ADVANCE_PHILOSOPHY_ANGMAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PHILOSOPHY_ANGMAR_STATISTICS]
[END]

[ADVANCE_PHILOSOPHY_ANGMAR_GAMEPLAY]
[END]

[ADVANCE_PHILOSOPHY_ANGMAR_HISTORICAL]
[END]


[ADVANCE_PHILOSOPHY_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PHILOSOPHY_ARNOR_STATISTICS]
[END]

[ADVANCE_PHILOSOPHY_ARNOR_GAMEPLAY]
[END]

[ADVANCE_PHILOSOPHY_ARNOR_HISTORICAL]
[END]


[ADVANCE_PHILOSOPHY_GOOD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PHILOSOPHY_GOOD_STATISTICS]
[END]

[ADVANCE_PHILOSOPHY_GOOD_GAMEPLAY]
[END]

[ADVANCE_PHILOSOPHY_GOOD_HISTORICAL]
[END]


[ADVANCE_PLUMBING_PREREQ]
Requires:

Civic Engineering

Medicine
[END]

[ADVANCE_PLUMBING_STATISTICS]
[END]

[ADVANCE_PLUMBING_GAMEPLAY]
Access to Realm Lore (Good, Evil)
[END]

[ADVANCE_PLUMBING_HISTORICAL]
[END]


[ADVANCE_PLUMBING_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PLUMBING_EVIL_STATISTICS]
[END]

[ADVANCE_PLUMBING_EVIL_GAMEPLAY]
[END]

[ADVANCE_PLUMBING_EVIL_HISTORICAL]
[END]


[ADVANCE_PLUMBING_GOOD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PLUMBING_GOOD_STATISTICS]
[END]

[ADVANCE_PLUMBING_GOOD_GAMEPLAY]
[END]

[ADVANCE_PLUMBING_GOOD_HISTORICAL]
[END]


[ADVANCE_POTTERY_PREREQ]
Requires:

Training Barracks I
[END]

[ADVANCE_POTTERY_STATISTICS]
[END]

[ADVANCE_POTTERY_GAMEPLAY]
Gives:
Goldsmith (B)
[END]

[ADVANCE_POTTERY_HISTORICAL]
[END]


[ADVANCE_PROJECTILE_WEAPONS_PREREQ]
Requires:

Training Barracks I
[END]

[ADVANCE_PROJECTILE_WEAPONS_STATISTICS]
[END]

[ADVANCE_PROJECTILE_WEAPONS_GAMEPLAY]
Gives:
Archer (U)
Access to Realm Lore (Mordor, Sindar)
[END]

[ADVANCE_PROJECTILE_WEAPONS_HISTORICAL]
[END]


[ADVANCE_PROJECTILE_WEAPONS_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PROJECTILE_WEAPONS_ELVES_STATISTICS]
[END]

[ADVANCE_PROJECTILE_WEAPONS_ELVES_GAMEPLAY]
[END]

[ADVANCE_PROJECTILE_WEAPONS_ELVES_HISTORICAL]
[END]


[ADVANCE_PROJECTILE_WEAPONS_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_PROJECTILE_WEAPONS_ORCS_STATISTICS]
[END]

[ADVANCE_PROJECTILE_WEAPONS_ORCS_GAMEPLAY]
[END]

[ADVANCE_PROJECTILE_WEAPONS_ORCS_HISTORICAL]
[END]


[ADVANCE_PROPULSION_PREREQ]
Requires:

Applied Math

Metal Working
[END]

[ADVANCE_PROPULSION_STATISTICS]
[END]

[ADVANCE_PROPULSION_GAMEPLAY]
Gives:
Ballista
[END]

[ADVANCE_PROPULSION_HISTORICAL]
[END]


[ADVANCE_RELIGION_PREREQ]
Requires: 
None
[END]

[ADVANCE_RELIGION_STATISTICS]
[END]

[ADVANCE_RELIGION_GAMEPLAY]
Gives:
Capitol (B)
Access to Realm Lore (Mordor, Sindar)
[END]

[ADVANCE_RELIGION_HISTORICAL]
[END]


[ADVANCE_RELIGION_MORDOR_PREREQ]
Requires: 
Mordor
[END]

[ADVANCE_RELIGION_MORDOR_STATISTICS]
[END]

[ADVANCE_RELIGION_MORDOR_GAMEPLAY]
Gives:
Realm of Mordor (W)
[END]

[ADVANCE_RELIGION_MORDOR_HISTORICAL]
[END]


[ADVANCE_RELIGION_SINDAR_PREREQ]
Requires: 
Sindar
[END]

[ADVANCE_RELIGION_SINDAR_STATISTICS]
[END]

[ADVANCE_RELIGION_SINDAR_GAMEPLAY]
Gives:
Realm of the Sindar (W)
[END]

[ADVANCE_RELIGION_SINDAR_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_PREREQ]
Requires:

The Third Age
[END]

[ADVANCE_REPUBLIC_STATISTICS]
[END]

[ADVANCE_REPUBLIC_GAMEPLAY]
Gives:
Stewardship (G)
Access to Realm Lore (Dwarves, Gondor, Hobbits, Mordor, Rohan)
[END]

[ADVANCE_REPUBLIC_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_DWARVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_REPUBLIC_DWARVES_STATISTICS]
[END]

[ADVANCE_REPUBLIC_DWARVES_GAMEPLAY]
[END]

[ADVANCE_REPUBLIC_DWARVES_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_REPUBLIC_GONDOR_STATISTICS]
[END]

[ADVANCE_REPUBLIC_GONDOR_GAMEPLAY]
[END]

[ADVANCE_REPUBLIC_GONDOR_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_REPUBLIC_HOBBITS_STATISTICS]
[END]

[ADVANCE_REPUBLIC_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_REPUBLIC_HOBBITS_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_REPUBLIC_MORDOR_STATISTICS]
[END]

[ADVANCE_REPUBLIC_MORDOR_GAMEPLAY]
[END]

[ADVANCE_REPUBLIC_MORDOR_HISTORICAL]
[END]


[ADVANCE_REPUBLIC_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_REPUBLIC_ROHAN_STATISTICS]
[END]

[ADVANCE_REPUBLIC_ROHAN_GAMEPLAY]
[END]

[ADVANCE_REPUBLIC_ROHAN_HISTORICAL]
[END]


[ADVANCE_SAILS_PREREQ]
Requires:

Ship Building

Astronomy
[END]

[ADVANCE_SAILS_STATISTICS]
[END]

[ADVANCE_SAILS_GAMEPLAY]
Gives:
Nets (TI)
Access to Realm Lore (Haradrim)
[END]

[ADVANCE_SAILS_HISTORICAL]
[END]


[ADVANCE_SAILS_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_SAILS_HARADRIM_STATISTICS]
[END]

[ADVANCE_SAILS_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_SAILS_HARADRIM_HISTORICAL]
[END]


[ADVANCE_SHIP_BUILDING_PREREQ]
Requires:

Training Barracks I
[END]

[ADVANCE_SHIP_BUILDING_STATISTICS]
[END]

[ADVANCE_SHIP_BUILDING_GAMEPLAY]
[END]

[ADVANCE_SHIP_BUILDING_HISTORICAL]
[END]


[ADVANCE_SIEGE_WEAPONS_PREREQ]
Requires:

Composite Bow Barracks

Geometry
[END]

[ADVANCE_SIEGE_WEAPONS_STATISTICS]
[END]

[ADVANCE_SIEGE_WEAPONS_GAMEPLAY]
Gives:
Catapult (U)
Beacons (B)
Access to Realm Lore (Mordor, Sindar)
[END]

[ADVANCE_SIEGE_WEAPONS_HISTORICAL]
[END]


[ADVANCE_SIEGE_WEAPONS_ELVES_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_SIEGE_WEAPONS_ELVES_STATISTICS]
[END]

[ADVANCE_SIEGE_WEAPONS_ELVES_GAMEPLAY]
[END]

[ADVANCE_SIEGE_WEAPONS_ELVES_HISTORICAL]
[END]


[ADVANCE_SIEGE_WEAPONS_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_SIEGE_WEAPONS_MORDOR_STATISTICS]
[END]

[ADVANCE_SIEGE_WEAPONS_MORDOR_GAMEPLAY]
[END]

[ADVANCE_SIEGE_WEAPONS_MORDOR_HISTORICAL]
[END]


[ADVANCE_SLAVE_LABOR_PREREQ]
Requires:
 
The Second Age - 3320

Stone Working
[END]

[ADVANCE_SLAVE_LABOR_STATISTICS]
[END]

[ADVANCE_SLAVE_LABOR_GAMEPLAY]
Gives:
Access to Realm Lore (Evil, Haradrim)
[END]

[ADVANCE_SLAVE_LABOR_HISTORICAL]
[END]


[ADVANCE_SLAVE_LABOR_EVIL_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_SLAVE_LABOR_EVIL_STATISTICS]
[END]

[ADVANCE_SLAVE_LABOR_EVIL_GAMEPLAY]
[END]

[ADVANCE_SLAVE_LABOR_EVIL_HISTORICAL]
[END]


[ADVANCE_SLAVE_LABOR_HARADRIM_PREREQ]
Requires: 
Serfdom
Haradrim
[END]

[ADVANCE_SLAVE_LABOR_HARADRIM_STATISTICS]
[END]

[ADVANCE_SLAVE_LABOR_HARADRIM_GAMEPLAY]
Gives:
Realm of the Haradrim (W)
[END]

[ADVANCE_SLAVE_LABOR_HARADRIM_HISTORICAL]
[END]


[ADVANCE_STIRRUP_PREREQ]
Requires:

Monarchy

Stables III
[END]

[ADVANCE_STIRRUP_STATISTICS]
Gives:
[END]

[ADVANCE_STIRRUP_GAMEPLAY]
Gives:
Heavy Cavalry (U)
Access to Realm Lore (Men, Gondor, Haradrim, Mordor, Rohan)
[END]

[ADVANCE_STIRRUP_HISTORICAL]
[END]


[ADVANCE_STIRRUP_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_GONDOR_STATISTICS]
[END]

[ADVANCE_STIRRUP_GONDOR_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_GONDOR_HISTORICAL]
[END]


[ADVANCE_STIRRUP_HARADRIM_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_HARADRIM_STATISTICS]
[END]

[ADVANCE_STIRRUP_HARADRIM_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_HARADRIM_HISTORICAL]
[END]


[ADVANCE_STIRRUP_MEN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_MEN_STATISTICS]
[END]

[ADVANCE_STIRRUP_MEN_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_MEN_HISTORICAL]
[END]


[ADVANCE_STIRRUP_MORDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_MORDOR_STATISTICS]
[END]

[ADVANCE_STIRRUP_MORDOR_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_MORDOR_HISTORICAL]
[END]


[ADVANCE_STIRRUP_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_ORCS_STATISTICS]
[END]

[ADVANCE_STIRRUP_ORCS_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_ORCS_HISTORICAL]
[END]


[ADVANCE_STIRRUP_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_STIRRUP_ROHAN_STATISTICS]
[END]

[ADVANCE_STIRRUP_ROHAN_GAMEPLAY]
[END]

[ADVANCE_STIRRUP_ROHAN_HISTORICAL]
[END]


[ADVANCE_STONE_WORKING_PREREQ]
Requires: 
None
[END]

[ADVANCE_STONE_WORKING_STATISTICS]
[END]

[ADVANCE_STONE_WORKING_GAMEPLAY]
Access to Realm Lore (Dwarves)
[END]

[ADVANCE_STONE_WORKING_HISTORICAL]
[END]


[ADVANCE_STONE_WORKING_DWARVES_PREREQ]
Requires: 
Stone Working
Dwarves
[END]

[ADVANCE_STONE_WORKING_DWARVES_STATISTICS]
[END]

[ADVANCE_STONE_WORKING_DWARVES_GAMEPLAY]
Gives:
Realm of the Dwarves (W)
[END]

[ADVANCE_STONE_WORKING_DWARVES_HISTORICAL]
[END]


[ADVANCE_TOOLMAKING_PREREQ]
Requires: 
None
[END]

[ADVANCE_TOOLMAKING_STATISTICS]
[END]

[ADVANCE_TOOLMAKING_GAMEPLAY]
Gives:
Spearman (U)
Access to Realm Lore (Mordor)
[END]

[ADVANCE_TOOLMAKING_HISTORICAL]
[END]


[ADVANCE_TOOLMAKING_ORCS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TOOLMAKING_ORCS_STATISTICS]
[END]

[ADVANCE_TOOLMAKING_ORCS_GAMEPLAY]
[END]

[ADVANCE_TOOLMAKING_ORCS_HISTORICAL]
[END]


[ADVANCE_TRADE_PREREQ]
Requires:
Wheel
Trade
[END]

[ADVANCE_TRADE_STATISTICS]
[END]

[ADVANCE_TRADE_GAMEPLAY]
Gives: 
Wood Camp
Access to Realm Lore (Hobbits)
[END]

[ADVANCE_TRADE_HISTORICAL]
[END]


[ADVANCE_TRADE_HOBBITS_PREREQ]
Requires: 
Trade Routes 
Hobbits
[END]

[ADVANCE_TRADE_HOBBITS_STATISTICS]
[END]

[ADVANCE_TRADE_HOBBITS_GAMEPLAY]
Gives:
Realm of the Hobbits (W)
[END]

[ADVANCE_TRADE_HOBBITS_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_PREREQ]
Requires:

Royal Court

Justice of the King
[END]

[ADVANCE_TRIBUNAL_EMPIRE_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GAMEPLAY]
Gives:
Monarchy (G)
Trade Center (B)
Palace (B)
Access to Realm Lore (Arnor, Easterling, Gondor, Hobbits, Isengard, Mordor, Rohan, Sindar)
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_ARNOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ARNOR_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ARNOR_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ARNOR_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_EASTERLING_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_EASTERLING_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GONDOR_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GONDOR_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GONDOR_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HOBBITS_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HOBBITS_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_ISENGARD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ISENGARD_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ISENGARD_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ISENGARD_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_ROHAN_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ROHAN_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ROHAN_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_ROHAN_HISTORICAL]
[END]


[ADVANCE_TRIBUNAL_EMPIRE_SINDAR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_TRIBUNAL_EMPIRE_SINDAR_STATISTICS]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_SINDAR_GAMEPLAY]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_SINDAR_HISTORICAL]
[END]


[ADVANCE_WATER_LIFTS_PREREQ]
Requires:

Agriculture

Astronomy
[END]

[ADVANCE_WATER_LIFTS_STATISTICS]
[END]

[ADVANCE_WATER_LIFTS_GAMEPLAY]
Gives:
Barley Farms (TI)
Access to Realm Lore (Good, Easterling, Gondor, Hobbits)
[END]

[ADVANCE_WATER_LIFTS_HISTORICAL]
[END]


[ADVANCE_WATER_LIFTS_EASTERLING_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_WATER_LIFTS_EASTERLING_STATISTICS]
[END]

[ADVANCE_WATER_LIFTS_EASTERLING_GAMEPLAY]
[END]

[ADVANCE_WATER_LIFTS_EASTERLING_HISTORICAL]
[END]


[ADVANCE_WATER_LIFTS_GONDOR_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_WATER_LIFTS_GONDOR_STATISTICS]
[END]

[ADVANCE_WATER_LIFTS_GONDOR_GAMEPLAY]
[END]

[ADVANCE_WATER_LIFTS_GONDOR_HISTORICAL]
[END]


[ADVANCE_WATER_LIFTS_GOOD_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_WATER_LIFTS_GOOD_STATISTICS]
[END]

[ADVANCE_WATER_LIFTS_GOOD_GAMEPLAY]
[END]

[ADVANCE_WATER_LIFTS_GOOD_HISTORICAL]
[END]


[ADVANCE_WATER_LIFTS_HOBBITS_PREREQ]
Requires: 
Hidden
[END]

[ADVANCE_WATER_LIFTS_HOBBITS_STATISTICS]
[END]

[ADVANCE_WATER_LIFTS_HOBBITS_GAMEPLAY]
[END]

[ADVANCE_WATER_LIFTS_HOBBITS_HISTORICAL]
[END]


[ADVANCE_WHEEL_PREREQ]
Requires:

Training Barracks I
[END]

[ADVANCE_WHEEL_STATISTICS]
[END]

[ADVANCE_WHEEL_GAMEPLAY]
Gives
Road (TI)
[END]

[ADVANCE_WHEEL_HISTORICAL]
[END]


[ADVANCE_WRITING_PREREQ]
Requires: 
None
[END]

[ADVANCE_WRITING_STATISTICS]
[END]

[ADVANCE_WRITING_GAMEPLAY]
Gives:
Access to Realm Lore (Arnor, Gondor)
[END]

[ADVANCE_WRITING_HISTORICAL]
[END]


[ADVANCE_WRITING_ARNOR_PREREQ]
Requires: 
Tale of Akallabeth 
Arnor
[END]

[ADVANCE_WRITING_ARNOR_STATISTICS]
[END]

[ADVANCE_WRITING_ARNOR_GAMEPLAY]
Gives:
Realm of Arnor (W)
[END]

[ADVANCE_WRITING_ARNOR_HISTORICAL]
[END]


[ADVANCE_WRITING_GONDOR_PREREQ]
Requires: 
Tale of Akellabeth 
Gondor
[END]

[ADVANCE_WRITING_GONDOR_STATISTICS]
[END]

[ADVANCE_WRITING_GONDOR_GAMEPLAY]
Gives:
Realm of Gondor (W)
[END]

[ADVANCE_WRITING_GONDOR_HISTORICAL]
[END]


[ADVANCE_DARK_AGES_PREREQ]
Requires: 
Everything...
[END]

[ADVANCE_DARK_AGES_STATISTICS]
[END]

[ADVANCE_DARK_AGES_GAMEPLAY]
Gives:
Nothing
[END]

[ADVANCE_DARK_AGES_HISTORICAL]
[END]


[ADVANCE_HEXTAPUL_PREREQ]
Requires:
[END]

[ADVANCE_HEXTAPUL_STATISTICS]
Gives:
[END]

[ADVANCE_HEXTAPUL_GAMEPLAY]
[END]

[ADVANCE_HEXTAPUL_HISTORICAL]
[END]


[ADVANCE_XXX_PREREQ]
Requires:
[END]

[ADVANCE_XXX_STATISTICS]
Gives:
[END]

[ADVANCE_XXX_GAMEPLAY]
[END]

[ADVANCE_XXX_HISTORICAL]
[END]




######Buildings####################################
[IMPROVE_ACADEMY_PREREQ]
Requires: Great Council V
[END]

[IMPROVE_ACADEMY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_ACADEMY_GAMEPLAY]
Gives: 
(+20%) Science
[END]

[IMPROVE_ACADEMY_HISTORICAL]
[END]


[IMPROVE_AGORA_PREREQ]
Requires: Currency
[END]

[IMPROVE_AGORA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_AGORA_GAMEPLAY]
Gives:
(+20%) Gold
[END]

[IMPROVE_AGORA_HISTORICAL]
[END]


[IMPROVE_APOTHECARY_PREREQ]
Requires: Herbalism
[END]

[IMPROVE_APOTHECARY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_APOTHECARY_GAMEPLAY]
Gives:
Increase city size by 8
(+10%) Health
[END]

[IMPROVE_APOTHECARY_HISTORICAL]
[END]


[IMPROVE_AQUEDUCT_PREREQ]
Requires: Aqueducts
[END]

[IMPROVE_AQUEDUCT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_AQUEDUCT_GAMEPLAY]
Gives:
(+20%) Food
(+10%) Health
[END]

[IMPROVE_AQUEDUCT_HISTORICAL]
[END]


[IMPROVE_ARENA_PREREQ]
Requires: Hidden
[END]

[IMPROVE_ARENA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_ARENA_GAMEPLAY]
Gives:
(+1) Happiness
[END]

[IMPROVE_ARENA_HISTORICAL]
[END]


[IMPROVE_BALLISTA_TOWERS_PREREQ]
Requires: Ballista Towers
[END]

[IMPROVE_BALLISTA_TOWERS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BALLISTA_TOWERS_GAMEPLAY]
Gives:
(+10%) Defense
(+20%) Sally Bonus
[END]

[IMPROVE_BALLISTA_TOWERS_HISTORICAL]
[END]


[IMPROVE_BANK_PREREQ]
Requires: Hidden
[END]

[IMPROVE_BANK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BANK_GAMEPLAY]
Gives:
(+20%) Gold
(+20%) Production
[END]

[IMPROVE_BANK_HISTORICAL]
[END]


[IMPROVE_BASCILICA_PREREQ]
Requires: Hidden
[END]

[IMPROVE_BASCILICA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BASCILICA_GAMEPLAY]
Gives:
(+2) Happiness
[END]

[IMPROVE_BASCILICA_HISTORICAL]
[END]


[IMPROVE_BATH_HOUSE_PREREQ]
Requires: Hidden
[END]

[IMPROVE_BATH_HOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BATH_HOUSE_GAMEPLAY]
Gives:
Increase city size by 10
(+10%) Health
[END]

[IMPROVE_BATH_HOUSE_HISTORICAL]
[END]


[IMPROVE_BATTLEMENTS_PREREQ]
Requires: Ocean Faring
[END]

[IMPROVE_BATTLEMENTS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BATTLEMENTS_GAMEPLAY]
Gives:
(+10%) Defense
(+20%) Sally Bonus
[END]

[IMPROVE_BATTLEMENTS_HISTORICAL]
[END]


[IMPROVE_BAZAAR_PREREQ]
Requires: Trade
[END]

[IMPROVE_BAZAAR_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BAZAAR_GAMEPLAY]
Gives:
(+20%) Gold
[END]

[IMPROVE_BAZAAR_HISTORICAL]
[END]


[IMPROVE_BROKERAGE_PREREQ]
Requires: Hidden
[END]

[IMPROVE_BROKERAGE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BROKERAGE_GAMEPLAY]
Gives:
(+20%) Gold
[END]

[IMPROVE_BROKERAGE_HISTORICAL]
[END]


[IMPROVE_CAPITOL_PREREQ]
Requires: The Second Age
[END]

[IMPROVE_CAPITOL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CAPITOL_GAMEPLAY]
Gives:
(+1) Happiness
[END]

[IMPROVE_CAPITOL_HISTORICAL]
[END]


[IMPROVE_CASTLE_PREREQ]
Requires: Civic Engineering
[END]

[IMPROVE_CASTLE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CASTLE_GAMEPLAY]
Gives: 
(-10%) Crime
(+20%) Defense
(+20%) Corruption Protection
[END]

[IMPROVE_CASTLE_HISTORICAL]
[END]


[IMPROVE_CITY_CLOCK_PREREQ]
Requires: Monarchy
[END]

[IMPROVE_CITY_CLOCK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CITY_CLOCK_GAMEPLAY]
Gives:
(+20%) Gold
1 Gold per Citizen
[END]

[IMPROVE_CITY_CLOCK_HISTORICAL]
[END]


[IMPROVE_CITY_WALLS_PREREQ]
Requires: Masonry
[END]

[IMPROVE_CITY_WALLS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CITY_WALLS_GAMEPLAY]
Gives:
(+20%) Defense
(+1) Happiness
(+30%) Protection from Slavery
[END]

[IMPROVE_CITY_WALLS_HISTORICAL]
[END]


[IMPROVE_CONSCRIPTED_LABOR_PREREQ]
Requires: Civic Engineering
[END]

[IMPROVE_CONSCRIPTED_LABOR_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CONSCRIPTED_LABOR_GAMEPLAY]
Gives:
(+20%) Production
(-10%) Health
[END]

[IMPROVE_CONSCRIPTED_LABOR_HISTORICAL]
[END]


[IMPROVE_CORRECTIONAL_FACILITY_PREREQ]
Requires: Hidden
[END]

[IMPROVE_CORRECTIONAL_FACILITY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CORRECTIONAL_FACILITY_GAMEPLAY]
Gives: 
(-15%) Crime
[END]

[IMPROVE_CORRECTIONAL_FACILITY_HISTORICAL]
[END]


[IMPROVE_COURTHOUSE_PREREQ]
Requires: Law of the King
[END]

[IMPROVE_COURTHOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_COURTHOUSE_GAMEPLAY]
Gives: 
(-15%) Crime
(+20%) Corruption Protection
[END]

[IMPROVE_COURTHOUSE_HISTORICAL]
[END]


[IMPROVE_CRAFT_GUILD_PREREQ]
Requires: Hidden
[END]

[IMPROVE_CRAFT_GUILD_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CRAFT_GUILD_GAMEPLAY]
Gives:
(+20%) Production
[END]

[IMPROVE_CRAFT_GUILD_HISTORICAL]
[END]



[IMPROVE_DRUG_STORE_PREREQ]
Requires: Hidden
[END]

[IMPROVE_DRUG_STORE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_DRUG_STORE_GAMEPLAY]
Gives:
Increase city size by 10
(+10%) Health
[END]

[IMPROVE_DRUG_STORE_HISTORICAL]
[END]


[IMPROVE_FACTORY_PREREQ]
Requires: Hidden
[END]

[IMPROVE_FACTORY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_FACTORY_GAMEPLAY]
Gives:
(+20%) Production
(-10%) Health
[END]

[IMPROVE_FACTORY_HISTORICAL]
[END]


[IMPROVE_FOOD_SILO_PREREQ]
Requires: Hidden
[END]

[IMPROVE_FOOD_SILO_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_FOOD_SILO_GAMEPLAY]
Gives:
(+20%) Food
(+10%) Health
[END]

[IMPROVE_FOOD_SILO_HISTORICAL]
[END]


[IMPROVE_FORGE_PREREQ]
Requires: Metal Working
[END]

[IMPROVE_FORGE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_FORGE_GAMEPLAY]
Gives:
(+20%) Production
(-5%) Health
[END]

[IMPROVE_FORGE_HISTORICAL]
[END]


[IMPROVE_FORUM_PREREQ]
Requires: The King's Court
[END]

[IMPROVE_FORUM_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_FORUM_GAMEPLAY]
Gives: 
(-15%) Crime
(+20%) Corruption Protection
[END]

[IMPROVE_FORUM_HISTORICAL]
[END]


[IMPROVE_GRANARY_PREREQ]
Requires: Granaries
[END]

[IMPROVE_GRANARY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_GRANARY_GAMEPLAY]
Gives:
(+20%) Food
[END]

[IMPROVE_GRANARY_HISTORICAL]
[END]


[IMPROVE_MARKETPLACE_PREREQ]
Requires: Royal Court
[END]

[IMPROVE_MARKETPLACE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_MARKETPLACE_GAMEPLAY]
Gives:
1 Gold per Citizen
[END]

[IMPROVE_MARKETPLACE_HISTORICAL]
[END]


[IMPROVE_MILL_PREREQ]
Requires: Hidden
[END]

[IMPROVE_MILL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_MILL_GAMEPLAY]
Gives:
(+20%) Production
[END]

[IMPROVE_MILL_HISTORICAL]
[END]


[IMPROVE_MONASTERY_PREREQ]
Requires: Cosmology
[END]

[IMPROVE_MONASTERY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_MONASTERY_GAMEPLAY]
Gives:
(+20%) Science
[END]

[IMPROVE_MONASTERY_HISTORICAL]
[END]


[IMPROVE_MOSQUE_PREREQ]
Requires: Hidden
[END]

[IMPROVE_MOSQUE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_MOSQUE_GAMEPLAY]
Gives:
(+2) Happiness
[END]

[IMPROVE_MOSQUE_HISTORICAL]
[END]


[IMPROVE_PHYSICIAN_PREREQ]
Requires: Medicine
[END]

[IMPROVE_PHYSICIAN_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_PHYSICIAN_GAMEPLAY]
Gives:
Increase city size by 10
(+10%) Health
[END]

[IMPROVE_PHYSICIAN_HISTORICAL]
[END]


[IMPROVE_PUBLISHING_HOUSE_PREREQ]
Requires: Hidden
[END]

[IMPROVE_PUBLISHING_HOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_PUBLISHING_HOUSE_GAMEPLAY]
Gives:
(+20%) Science
[END]

[IMPROVE_PUBLISHING_HOUSE_HISTORICAL]
[END]


[IMPROVE_SHRINE_PREREQ]
Requires: Ceremonial Burial
[END]

[IMPROVE_SHRINE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_SHRINE_GAMEPLAY]
Gives:
(+1) Happiness
[END]

[IMPROVE_SHRINE_HISTORICAL]
[END]


[IMPROVE_SILO_PREREQ]
Requires: Royal Court
[END]

[IMPROVE_SILO_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_SILO_GAMEPLAY]
Gives:
(+20%) Food
(+10%) Health
[END]

[IMPROVE_SILO_HISTORICAL]
[END]


[IMPROVE_THEATER_PREREQ]
Requires: Hidden
[END]

[IMPROVE_THEATER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_THEATER_GAMEPLAY]
Gives:
(+1) Happiness
[END]

[IMPROVE_THEATER_HISTORICAL]
[END]


[IMPROVE_UNIVERSITY_PREREQ]
Requires: Hidden
[END]

[IMPROVE_UNIVERSITY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_UNIVERSITY_GAMEPLAY]
Gives:
(+20%) Science
[END]

[IMPROVE_UNIVERSITY_HISTORICAL]
[END]


[IMPROVE_WALL_PREREQ]
Requires: Brickworks
[END]

[IMPROVE_WALL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_WALL_GAMEPLAY]
Gives:
(+20%) Defense
(+1) Happiness
(+30%) Protection from Slavery
[END]

[IMPROVE_WALL_HISTORICAL]
[END]


[IMPROVE_WORK_CAMP_PREREQ]
Requires: Masonry
[END]

[IMPROVE_WORK_CAMP_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_WORK_CAMP_GAMEPLAY]
Gives:
(+20%) Production
Laborers
[END]

[IMPROVE_WORK_CAMP_HISTORICAL]
[END]


[IMPROVE_ZIGGURAT_PREREQ]
Requires: Astronomy
[END]

[IMPROVE_ZIGGURAT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_ZIGGURAT_GAMEPLAY]
Gives:
(+20%) Science
[END]

[IMPROVE_ZIGGURAT_HISTORICAL]
[END]


[IMPROVE_GAIA_COMPUTER_PREREQ]
Requires: Monarchy
[END]

[IMPROVE_GAIA_COMPUTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_GAIA_COMPUTER_GAMEPLAY]
Gives:
(+10%) Production
(+10%) Science
(+10%) Gold

10 Required for One Ring (Search)
[END]

[IMPROVE_GAIA_COMPUTER_HISTORICAL]
[END]


[IMPROVE_POWER_SATELLITE_PREREQ]
Requires: Monarchy
[END]

[IMPROVE_POWER_SATELLITE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_POWER_SATELLITE_GAMEPLAY]
Gives:
(+20%) Sally Bonus
(+10) Defense

5-20 Required for One Ring (Search)
[END]

[IMPROVE_POWER_SATELLITE_HISTORICAL]
[END]






######Concepts####################################
[CONCEPT_CULTURE_GAMEPLAY]
To win the game, you must have at least 2,500 Knowledge Points, which will give you knowledge of the location of the One Ring. 
===================================
Points are gathered by: 
1. Researching Ringlore and Council Advances before any other realm
2. Gathering Palantir, Council of Elrond Wonders 
3. Creating ALL of the realm-specific Ring Wonders for your Realm (Angmar, Mordor, Haradrim, Easterling, Dwarves, Elves)
4. Constructing Courts (5 pts/5 = +1 per turn), Forges (10 pts/8 = +2 per turn), Great Halls (15 pts/10 = +3 per turn), Libraries (20 pts/15 = +4 per turn), Markets (25 pts/15 = +5 per turn), Trade Centers (30 pts/15 = +6 per turn).
5. Finish the One Ring Wonder (Knowledge)

Once you have the Ring in your possession for 3 Turns, you (or the Ring through you...) will rule Middle Earth. 

(Access Knowledge Points by clicking on the Happiness icon at the top right of your mainmap screen.)
[END]

[CONCEPT_CULTURE_HISTORICAL]
[END]


[CONCEPT_VICTORY_SCIENCE_GAMEPLAY]
To win the game, you must have the following...
===================================
- 10 Palaces (Each Palace requires 1Court and 1 Castle)
- 5-25 Beacons (Each Beacon requires 1 Ballista Tower)
- Send out at least 10 Search Parties that have searched 50% of Middle-Earth. Search Parties can be created within your Realm's borders with the Search Party Tile Improvement, outside of your borders if you build a Fort to extend your borders and then build a Search Party Tile Improvement in the Fort's radius, or the Explorer unit can be disbanded anywhere outside your Realm's borders. Depending on the size of the map, you may need more than 10 Search Parties to complete the job.
- Finish the One Ring Wonder (Search)
[END]

[CONCEPT_VICTORY_SCIENCE_HISTORICAL]
[END]


[CONCEPT_VICTORY_PTS_AT_2300_GAMEPLAY]
High Score on the powergraph after 600 turns.
[END]

[CONCEPT_VICTORY_PTS_AT_2300_HISTORICAL]
[END]


[CONCEPT_VICTORY_CONQUEST_GAMEPLAY]
Eliminate all rival Realms in a bloodbath of epic proportions...
[END]

[CONCEPT_VICTORY_CONQUEST_HISTORICAL]
[END]


[CONCEPT_UPGRADING_GAMEPLAY]
During the course of the game, you will have the option to upgrade your units. You must plan carefully, because once the upgrade opportunity passes, you will lose the option to upgrade that type of unit. Upgrading generally follows the tech tree...reach the next level of the type of unit you have (flanking, melee, ranged, bombard) and you can upgrade the older unit for the cost (in gold) of the newer unit. If you do not have enough gold in your account, you cannot upgrade!
[END]

[CONCEPT_UPGRADING_HISTORICAL]
[END]





######Governments####################################
[GOVERNMENT_ANARCHY_PREREQ]
Requires: Nothing
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_ANARCHY_STATISTICS]
[END]

[GOVERNMENT_ANARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_ANARCHY_HISTORICAL]
[END]


[GOVERNMENT_TYRANNY_PREREQ]
Requires:
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TYRANNY_STATISTICS]
[END]

[GOVERNMENT_TYRANNY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_TYRANNY_HISTORICAL]
[END]


[GOVERNMENT_ECOTOPIA_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_ECOTOPIA_STATISTICS]
[END]

[GOVERNMENT_ECOTOPIA_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_ECOTOPIA_HISTORICAL]
[END]


[GOVERNMENT_DYNASTY_PREREQ]
Requires: Thainship
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DYNASTY_STATISTICS]
[END]

[GOVERNMENT_DYNASTY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_DYNASTY_HISTORICAL]
[END]


[GOVERNMENT_MONARCHY_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_MONARCHY_STATISTICS]
[END]

[GOVERNMENT_MONARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_MONARCHY_HISTORICAL]
[END]


[GOVERNMENT_CITY_STATE_PREREQ]
Requires: Feudalism
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CITY_STATE_STATISTICS]
[END]

[GOVERNMENT_CITY_STATE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_CITY_STATE_HISTORICAL]
[END]


[GOVERNMENT_VIRTUAL_DEMOCRACY_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_STATISTICS]
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_HISTORICAL]
[END]


[GOVERNMENT_OLIGARCHY_PREREQ]
Requires: Guilds
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_OLIGARCHY_STATISTICS]
[END]

[GOVERNMENT_OLIGARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_OLIGARCHY_HISTORICAL]
[END]


[GOVERNMENT_THEOCRACY_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_THEOCRACY_STATISTICS]
[END]

[GOVERNMENT_THEOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_THEOCRACY_HISTORICAL]
[END]


[GOVERNMENT_CALIPHATE_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CALIPHATE_STATISTICS]
[END]

[GOVERNMENT_CALIPHATE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_CALIPHATE_HISTORICAL]
[END]


[GOVERNMENT_REPUBLIC_PREREQ]
Requires: Stewardship
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_REPUBLIC_STATISTICS]
[END]

[GOVERNMENT_REPUBLIC_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_REPUBLIC_HISTORICAL]
[END]


[GOVERNMENT_CORPORATE_REPUBLIC_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_STATISTICS]
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_HISTORICAL]
[END]


[GOVERNMENT_DICTATORSHIP_PREREQ]
Requires: Tyranny
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DICTATORSHIP_STATISTICS]
[END]

[GOVERNMENT_DICTATORSHIP_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_DICTATORSHIP_HISTORICAL]
[END]


[GOVERNMENT_FASCISM_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_FASCISM_STATISTICS]
[END]

[GOVERNMENT_FASCISM_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_FASCISM_HISTORICAL]
[END]


[GOVERNMENT_TRIBUNAL_EMPIRE_PREREQ]
Requires: Monarchy
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_STATISTICS]
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_HISTORICAL]
[END]


[GOVERNMENT_DEMOCRACY_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DEMOCRACY_STATISTICS]
[END]

[GOVERNMENT_DEMOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_DEMOCRACY_HISTORICAL]


[GOVERNMENT_COMMUNISM_PREREQ]
Requires: Hidden
Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_COMMUNISM_STATISTICS]
[END]

[GOVERNMENT_COMMUNISM_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%
Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}
War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
[END]

[GOVERNMENT_COMMUNISM_HISTORICAL]
[END]





######Tile Improvements####################################
[TILEIMP_PASTURE_PREREQ]
Requires: 
Hidden (Evil)
[END]

[TILEIMP_PASTURE_STATISTICS]
Costs: 
600-1500 PW
[END]

[TILEIMP_PASTURE_GAMEPLAY]
Gives:
(+5) to (+15) Food
[END]

[TILEIMP_PASTURE_HISTORICAL]
[END]


[TILEIMP_FARMS_PREREQ]
Requires: 
Hidden (Good)
[END]

[TILEIMP_FARMS_STATISTICS]
Costs: 
600-900 PW
[END]

[TILEIMP_FARMS_GAMEPLAY]
Gives:
(+10) to (+15) Food
[END]

[TILEIMP_FARMS_HISTORICAL]
[END]


[TILEIMP_ADVANCED_FARMS_PREREQ]
Requires: 
Hidden (Men)
[END]

[TILEIMP_ADVANCED_FARMS_STATISTICS]
Costs: 
1200 PW
[END]

[TILEIMP_ADVANCED_FARMS_GAMEPLAY]
Gives:
(+15) to (+20) Food
[END]

[TILEIMP_ADVANCED_FARMS_HISTORICAL]
[END]


[TILEIMP_HYDROPONIC_FARMS_PREREQ]
Requires: 
Hidden (Rohan)
[END]

[TILEIMP_HYDROPONIC_FARMS_STATISTICS]
Costs: 
1800 PW
[END]

[TILEIMP_HYDROPONIC_FARMS_GAMEPLAY]
Gives:
(+5) Food, (+10) Gold, (+5) Production
[END]

[TILEIMP_HYDROPONIC_FARMS_HISTORICAL]
[END]


[TILEIMP_TRADING_POST_PREREQ]
Requires: 
Trade Routes
[END]

[TILEIMP_TRADING_POST_STATISTICS]
Costs: 
600-1200 PW
[END]

[TILEIMP_TRADING_POST_GAMEPLAY]
Gives:
(+5) to (+10) Gold
[END]

[TILEIMP_TRADING_POST_HISTORICAL]
[END]


[TILEIMP_LATIFUNDIA_PREREQ]
Requires: 
Hidden (Men)
Hidden (Hobbits)
[END]

[TILEIMP_LATIFUNDIA_STATISTICS]
Costs: 
1200 - 1800 PW
[END]

[TILEIMP_LATIFUNDIA_GAMEPLAY]
Gives: 
(+15) Gold - Trade Guilds
(+10) Gold/(+5) Food - House of Isengrim
[END]

[TILEIMP_LATIFUNDIA_HISTORICAL]
[END]


[TILEIMP_OUTLET_MALL_PREREQ]
Requires: 
Hidden (Hobbits)
[END]

[TILEIMP_OUTLET_MALL_STATISTICS]
Costs: 
2100 PW
[END]

[TILEIMP_OUTLET_MALL_GAMEPLAY]
Gives:
(+15) Gold/(+5) Food 
[END]

[TILEIMP_OUTLET_MALL_HISTORICAL]
[END]


[TILEIMP_NATURE_PRESERVE_PREREQ]
Requires: 
Hidden (Sindar)
[END]

[TILEIMP_NATURE_PRESERVE_STATISTICS]
Costs: 
2100 PW
[END]

[TILEIMP_NATURE_PRESERVE_GAMEPLAY]
Gives:
(+15) Gold
(+10) Food 
[END]

[TILEIMP_NATURE_PRESERVE_HISTORICAL]
[END]


[TILEIMP_MINES_PREREQ]
Requires: 
Mining
[END]

[TILEIMP_MINES_STATISTICS]
Costs: 
900-1200 PW
[END]

[TILEIMP_MINES_GAMEPLAY]
Gives: 
(+5) to (+10) Production
(+5) Gold
[END]

[TILEIMP_MINES_HISTORICAL]
[END]


[TILEIMP_MINE_SHAFT_PREREQ]
Requires: 
Hidden (Evil)
[END]

[TILEIMP_MINE_SHAFT_STATISTICS]
Costs: 
1200 - 1800 PW
[END]

[TILEIMP_MINE_SHAFT_GAMEPLAY]
Gives:
(+10) to (+20) Production
(+5) Gold
[END]

[TILEIMP_MINE_SHAFT_HISTORICAL]
[END]


[TILEIMP_ADVANCED_MINES_PREREQ]
Requires: 
Hidden (Dwarf)
[END]

[TILEIMP_ADVANCED_MINES_STATISTICS]
Costs: 
(+10) to (+25) Production
(+5) to (+10) Gold
[END]

[TILEIMP_ADVANCED_MINES_GAMEPLAY]
Gives:
[END]

[TILEIMP_ADVANCED_MINES_HISTORICAL]
[END]


[TILEIMP_NETS_PREREQ]
Requires: 
Sails
[END]

[TILEIMP_NETS_STATISTICS]
Costs: 
400 - 800 PW
[END]

[TILEIMP_NETS_GAMEPLAY]
Gives:
(+5) to (+10) Food
[END]

[TILEIMP_NETS_HISTORICAL]
[END]


[TILEIMP_FISHERIES_PREREQ]
Requires: 
Hull Making
[END]

[TILEIMP_FISHERIES_STATISTICS]
Costs: 
1200 - 2400 PW
[END]

[TILEIMP_FISHERIES_GAMEPLAY]
Gives:
(+15) to (+30) Food
[END]

[TILEIMP_FISHERIES_HISTORICAL]
[END]


[TILEIMP_AUTOMATED_FISHERIES_PREREQ]
Requires: 
Hidden (Haradrim)
[END]

[TILEIMP_AUTOMATED_FISHERIES_STATISTICS]
Costs: 
2500 PW
[END]

[TILEIMP_AUTOMATED_FISHERIES_GAMEPLAY]
Gives:
(+15) Gold, (+5) Food, (+10) Production
[END]

[TILEIMP_AUTOMATED_FISHERIES_HISTORICAL]
[END]


[TILEIMP_PORT_PREREQ]
Requires: 
Map Making
[END]

[TILEIMP_PORT_STATISTICS]
Costs: 
2000 PW
[END]

[TILEIMP_PORT_GAMEPLAY]
Gives:
(+10) Gold
(+5) Food
(+5) Production
[END]

[TILEIMP_PORT_HISTORICAL]
[END]


[TILEIMP_FORTIFICATIONS_PREREQ]
Requires: 
Masonry
[END]

[TILEIMP_FORTIFICATIONS_STATISTICS]
Costs: 
5000 PW
[END]

[TILEIMP_FORTIFICATIONS_GAMEPLAY]
Gives: Instant Heal
(50%) Defense
(+2) Vision
[END]

[TILEIMP_FORTIFICATIONS_HISTORICAL]
[END]


[TILEIMP_PROCESSING_TOWER_PREREQ]
Requires: 
Council V
[END]

[TILEIMP_PROCESSING_TOWER_STATISTICS]
Costs: 
7000 PW
[END]

[TILEIMP_PROCESSING_TOWER_GAMEPLAY]
Gives: 
(+10) Gold
(+10) Production
(+2) Vision
Endgame (Search)
[END]

[TILEIMP_PROCESSING_TOWER_HISTORICAL]
[END]


[TILEIMP_WATCH_TOWER_PREREQ]
Requires: 
Architecture
[END]

[TILEIMP_WATCH_TOWER_STATISTICS]
Costs: 
1000 - 1200 PW
[END]

[TILEIMP_WATCH_TOWER_GAMEPLAY]
Gives:
(+4) Vision
[END]

[TILEIMP_WATCH_TOWER_HISTORICAL]
[END]


[TILEIMP_ROAD_PREREQ]
Requires: 
Wheel
[END]

[TILEIMP_ROAD_STATISTICS]
Costs: 
150 - 600 PW
[END]

[TILEIMP_ROAD_GAMEPLAY]
Gives:
1/2  Movement
[END]

[TILEIMP_ROAD_HISTORICAL]
[END]


[TILEIMP_UNDERSEA_FORTIFICATIONS_PREREQ]
Requires: 
Map Making
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_STATISTICS]
Costs: 
2400 PW
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_GAMEPLAY]
Gives: Instant Heal for Ships
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_HISTORICAL]
[END]


[TILEIMP_STONE_ROAD_PREREQ]
Requires: 
Civic Engineering
[END]

[TILEIMP_STONE_ROAD_STATISTICS]
Costs: 
300 - 1200 PW
[END]

[TILEIMP_STONE_ROAD_GAMEPLAY]
Gives: 
1/3  Movement
[END]

[TILEIMP_STONE_ROAD_HISTORICAL]
[END]






######Units####################################
[UNIT_ABOLITIONIST_PREREQ]
Requires: Hidden

[END]

[UNIT_ABOLITIONIST_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ABOLITIONIST_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ABOLITIONIST_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ABOLITIONIST_HISTORICAL]
[END]



[UNIT_ARCHER_PREREQ]
Requires: Longbows
[END]

[UNIT_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_HISTORICAL]
[END]


[UNIT_ARCHER_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_ARCHER_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ELVES_HISTORICAL]
[END]


[UNIT_ARCHER_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_ARCHER_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_ORCS_HISTORICAL]
[END]


[UNIT_ASSASSIN_PREREQ]
Requires: Guilds
[END]

[UNIT_ASSASSIN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ASSASSIN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ASSASSIN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ASSASSIN_HISTORICAL]
[END]


[UNIT_BELFROI_PREREQ]
Requires: Propulsion
[END]

[UNIT_BELFROI_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BELFROI_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BELFROI_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BELFROI_HISTORICAL]
[END]


[UNIT_BIREME_PREREQ]
Requires: Sails
[END]

[UNIT_BIREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_HISTORICAL]
[END]


[UNIT_BIREME_HARADRIM_PREREQ]
Requires: Hidden
[END]

[UNIT_BIREME_HARADRIM_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_HARADRIM_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_HARADRIM_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_HARADRIM_HISTORICAL]
[END]


[UNIT_CARAVAN_PREREQ]
Requires: Trade Rotes
[END]

[UNIT_CARAVAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARAVAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARAVAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARAVAN_HISTORICAL]
[END]


[UNIT_CATAMARAN_PREREQ]
Requires: Hidden
[END]

[UNIT_CATAMARAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAMARAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAMARAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAMARAN_HISTORICAL]
[END]


[UNIT_CATAPULT_PREREQ]
Requires: Siege Weapons
[END]

[UNIT_CATAPULT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAPULT_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAPULT_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAPULT_HISTORICAL]
[END]


[UNIT_CHARIOT_PREREQ]
Requires: Hidden
[END]

[UNIT_CHARIOT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_HISTORICAL]
[END]


[UNIT_CHARIOT_EASTERLING_PREREQ]
Requires: Hidden
[END]

[UNIT_CHARIOT_EASTERLING_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_EASTERLING_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_EASTERLING_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_EASTERLING_HISTORICAL]
[END]


[UNIT_CITY_PREREQ]
Requires: Hidden
[END]

[UNIT_CITY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CITY_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CITY_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CITY_HISTORICAL]
[END]


[UNIT_CLERIC_PREREQ]
Requires: Hidden
[END]

[UNIT_CLERIC_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CLERIC_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CLERIC_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CLERIC_HISTORICAL]
[END]


[UNIT_COMPOSITE_ARCHER_PREREQ]
Requires: Composite Bow Barracks
[END]

[UNIT_COMPOSITE_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_HISTORICAL]
[END]


[UNIT_COMPOSITE_ARCHER_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_COMPOSITE_ARCHER_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ELVES_HISTORICAL]
[END]


[UNIT_COMPOSITE_ARCHER_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_COMPOSITE_ARCHER_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_ORCS_HISTORICAL]
[END]


[UNIT_CROSSBOWMAN_PREREQ]
Requires: Siege Weapons
[END]

[UNIT_CROSSBOWMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_HISTORICAL]
[END]


[UNIT_CROSSBOWMAN_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_CROSSBOWMAN_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_ELVES_HISTORICAL]
[END]


[UNIT_CORACLE_PREREQ]
Requires: Ship Building
[END]

[UNIT_CORACLE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORACLE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORACLE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORACLE_HISTORICAL]
[END]


[UNIT_DIPLOMAT_PREREQ]
Requires: Thainship
[END]

[UNIT_DIPLOMAT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DIPLOMAT_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DIPLOMAT_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DIPLOMAT_HISTORICAL]
[END]


[UNIT_DROMON_PREREQ]
Requires: Ocean Faring
[END]

[UNIT_DROMON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DROMON_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DROMON_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DROMON_HISTORICAL]
[END]


[UNIT_ELEPHANT_WARRIOR_PREREQ]
Requires: Hidden
[END]

[UNIT_ELEPHANT_WARRIOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ELEPHANT_WARRIOR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ELEPHANT_WARRIOR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ELEPHANT_WARRIOR_HISTORICAL]
[END]


[UNIT_EMISSARY_PREREQ]
Requires: Hidden
[END]

[UNIT_EMISSARY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMISSARY_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMISSARY_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMISSARY_HISTORICAL]
[END]


[UNIT_HEPTIREME_PREREQ]
Requires: Hidden
[END]

[UNIT_HEPTIREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HEPTIREME_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HEPTIREME_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HEPTIREME_HISTORICAL]
[END]


[UNIT_HOPLITE_PREREQ]
Requires: Training Barracks II
[END]

[UNIT_HOPLITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_HISTORICAL]
[END]


[UNIT_HOPLITE_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_HOPLITE_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ELITE_HISTORICAL]
[END]


[UNIT_HOPLITE_MILITIA_PREREQ]
Requires: Hidden
[END]

[UNIT_HOPLITE_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_MILITIA_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_MILITIA_HISTORICAL]
[END]


[UNIT_HOPLITE_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_HOPLITE_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ORCS_HISTORICAL]
[END]


[UNIT_HORSEMAN_PREREQ]
Requires: Stables III
[END]

[UNIT_HORSEMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_HISTORICAL]
[END]


[UNIT_HORSEMAN_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_HORSEMAN_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ELVES_HISTORICAL]
[END]


[UNIT_HORSEMAN_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_HORSEMAN_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ORCS_HISTORICAL]
[END]


[UNIT_HORSEMAN_ROHAN_PREREQ]
Requires: Hidden
[END]

[UNIT_HORSEMAN_ROHAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ROHAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ROHAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_ROHAN_HISTORICAL]
[END]


[UNIT_HURRICANE_PREREQ]
Requires: Hidden
[END]

[UNIT_HURRICANE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HURRICANE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HURRICANE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HURRICANE_HISTORICAL]
[END]


[UNIT_HYPASPISTS_PREREQ]
Requires: Training Barracks III
[END]

[UNIT_HYPASPISTS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_HISTORICAL]
[END]


[UNIT_HYPASPISTS_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_HYPASPISTS_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ELITE_HISTORICAL]
[END]


[UNIT_HYPASPISTS_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_HYPASPISTS_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ORCS_HISTORICAL]
[END]


[UNIT_JANISSARY_PREREQ]
Requires: Hidden
[END]

[UNIT_JANISSARY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JANISSARY_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JANISSARY_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JANISSARY_HISTORICAL]
[END]


[UNIT_JAVELIN_CAVALRY_PREREQ]
Requires: Stables I
[END]

[UNIT_JAVELIN_CAVALRY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_HISTORICAL]
[END]


[UNIT_JAVELIN_CAVALRY_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_JAVELIN_CAVALRY_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ORCS_HISTORICAL]
[END]


[UNIT_JAVELIN_CAVALRY_ROHAN_PREREQ]
Requires: Hidden
[END]

[UNIT_JAVELIN_CAVALRY_ROHAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ROHAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ROHAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_ROHAN_HISTORICAL]
[END]


[UNIT_KNIGHT_PREREQ]
Requires: Hidden
[END]

[UNIT_KNIGHT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KNIGHT_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KNIGHT_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KNIGHT_HISTORICAL]
[END]


[UNIT_LEGION_PREREQ]
Requires: Barracks V
[END]

[UNIT_LEGION_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_HISTORICAL]
[END]


[UNIT_LEGION_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_LEGION_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ELITE_HISTORICAL]
[END]


[UNIT_LEGION_MILITIA_PREREQ]
Requires: Hidden
[END]

[UNIT_LEGION_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_MILITIA_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_MILITIA_HISTORICAL]
[END]


[UNIT_LEGION_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_LEGION_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ORCS_HISTORICAL]
[END]


[UNIT_LEGION_DWARVES_PREREQ]
Requires: Hidden
[END]

[UNIT_LEGION_DWARVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_DWARVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_DWARVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_DWARVES_HISTORICAL]
[END]


[UNIT_LEGION_ISENGARD_PREREQ]
Requires: Hidden
[END]

[UNIT_LEGION_ISENGARD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ISENGARD_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ISENGARD_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ISENGARD_HISTORICAL]
[END]


[UNIT_LONGSHIP_PREREQ]
Requires: Hidden
[END]

[UNIT_LONGSHIP_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LONGSHIP_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LONGSHIP_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LONGSHIP_HISTORICAL]
[END]


[UNIT_MAN_AT_ARMS_PREREQ]
Requires: Tyranny
[END]

[UNIT_MAN_AT_ARMS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_HISTORICAL]
[END]


[UNIT_MAN_AT_ARMS_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_MAN_AT_ARMS_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ELITE_HISTORICAL]
[END]


[UNIT_MAN_AT_ARMS_MILITIA_PREREQ]
Requires: Hidden
[END]

[UNIT_MAN_AT_ARMS_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_HISTORICAL]
[END]


[UNIT_MAN_AT_ARMS_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_MAN_AT_ARMS_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ORCS_HISTORICAL]
[END]


[UNIT_MERCHANT_TRADER_PREREQ]
Requires: Hidden
[END]

[UNIT_MERCHANT_TRADER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MERCHANT_TRADER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MERCHANT_TRADER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MERCHANT_TRADER_HISTORICAL]
[END]


[UNIT_MOUNTED_ARCHER_PREREQ]
Requires: Stables II
[END]

[UNIT_MOUNTED_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_HISTORICAL]
[END]


[UNIT_MOUNTED_ARCHER_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_MOUNTED_ARCHER_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ELVES_HISTORICAL]
[END]


[UNIT_MOUNTED_ARCHER_ROHAN_PREREQ]
Requires: Hidden
[END]

[UNIT_MOUNTED_ARCHER_ROHAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ROHAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ROHAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_ROHAN_HISTORICAL]
[END]


[UNIT_MURMAKIL_PREREQ]
Requires: Hidden
[END]

[UNIT_MURMAKIL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MURMAKIL_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MURMAKIL_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MURMAKIL_HISTORICAL]
[END]


[UNIT_NOMAD_PREREQ]
Requires: None
[END]

[UNIT_NOMAD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NOMAD_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NOMAD_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NOMAD_HISTORICAL]
[END]


[UNIT_PEZHETEROI_PREREQ]
Requires: Hidden
[END]

[UNIT_PEZHETEROI_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PEZHETEROI_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PEZHETEROI_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PEZHETEROI_HISTORICAL]
[END]


[UNIT_PIKEMEN_PREREQ]
Requires: Monarchy
[END]

[UNIT_PIKEMEN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_HISTORICAL]
[END]


[UNIT_PIKEMEN_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_PIKEMEN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ELITE_HISTORICAL]
[END]


[UNIT_PIKEMEN_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_PIKEMEN_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ORCS_HISTORICAL]
[END]


[UNIT_PRAETORIANS_PREREQ]
Requires: Hidden
[END]

[UNIT_PRAETORIANS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PRAETORIANS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PRAETORIANS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PRAETORIANS_HISTORICAL]
[END]


[UNIT_PROPHET_PREREQ]
Requires: Hidden
[END]

[UNIT_PROPHET_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PROPHET_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PROPHET_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PROPHET_HISTORICAL]
[END]


[UNIT_RAIDER_PREREQ]
Requires: Hidden
[END]

[UNIT_RAIDER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAIDER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAIDER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAIDER_HISTORICAL]
[END]


[UNIT_SETTLER_PREREQ]
Requires: Monarchy
[END]

[UNIT_SETTLER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SETTLER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SETTLER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SETTLER_HISTORICAL]
[END]


[UNIT_SLAVEMASTER_PREREQ]
Requires: Hidden
[END]

[UNIT_SLAVEMASTER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVEMASTER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVEMASTER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVEMASTER_HISTORICAL]
[END]


[UNIT_SLAVER_PREREQ]
Requires: Hidden
[END]

[UNIT_SLAVER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVER_HISTORICAL]
[END]


[UNIT_SLINGER_PREREQ]
Requires: Archery Barracks I
[END]

[UNIT_SLINGER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_HISTORICAL]
[END]


[UNIT_SLINGER_ELVES_PREREQ]
Requires: Hidden
[END]

[UNIT_SLINGER_ELVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ELVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ELVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ELVES_HISTORICAL]
[END]


[UNIT_SLINGER_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_SLINGER_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_ORCS_HISTORICAL]
[END]


[UNIT_SPEARMAN_PREREQ]
Requires: Training Barracks I
[END]

[UNIT_SPEARMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_HISTORICAL]
[END]


[UNIT_SPEARMAN_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_SPEARMAN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ELITE_HISTORICAL]
[END]


[UNIT_SPEARMAN_MILITIA_PREREQ]
Requires: Hidden
[END]

[UNIT_SPEARMAN_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_MILITIA_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_MILITIA_HISTORICAL]
[END]


[UNIT_SPEARMAN_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_SPEARMAN_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ORCS_HISTORICAL]
[END]


[UNIT_SPY_PREREQ]
Requires: Stewardship
[END]

[UNIT_SPY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPY_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPY_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPY_HISTORICAL]
[END]


[UNIT_SWORDSMAN_PREREQ]
Requires: Training Barracks I
[END]

[UNIT_SWORDSMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_HISTORICAL]
[END]


[UNIT_TEUTONIC_KNIGHT_PREREQ]
Requires: Hidden
[END]

[UNIT_TEUTONIC_KNIGHT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TEUTONIC_KNIGHT_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TEUTONIC_KNIGHT_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TEUTONIC_KNIGHT_HISTORICAL]
[END]


[UNIT_TREBUCHET_PREREQ]
Requires: Siege Workshop
[END]

[UNIT_TREBUCHET_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TREBUCHET_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TREBUCHET_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TREBUCHET_HISTORICAL]
[END]


[UNIT_TRIREME_PREREQ]
Requires: Astrolabe
[END]

[UNIT_TRIREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TRIREME_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TRIREME_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TRIREME_HISTORICAL]
[END]


[UNIT_WARRIOR_PREREQ]
Requires: Thainship
[END]

[UNIT_WARRIOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_HISTORICAL]
[END]


[UNIT_WARRIOR_ELITE_PREREQ]
Requires: Hidden
[END]

[UNIT_WARRIOR_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ELITE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ELITE_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ELITE_HISTORICAL]
[END]


[UNIT_WARRIOR_ORCS_PREREQ]
Requires: Hidden
[END]

[UNIT_WARRIOR_ORCS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ORCS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ORCS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_ORCS_HISTORICAL]
[END]


[UNIT_PLUNDER_PREREQ]
Requires: Capture in Battle
[END]

[UNIT_PLUNDER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_GAMEPLAY]
Disband in a city for a production bonus

Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_HISTORICAL]
[END]


[UNIT_PLUNDER_II_PREREQ]
Requires: Capture in Battle
[END]

[UNIT_PLUNDER_II_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_II_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_II_GAMEPLAY]
Disband in a city for a production bonus

Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_II_HISTORICAL]
[END]


[UNIT_PLUNDER_III_PREREQ]
Requires:

[END]

[UNIT_PLUNDER_III_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_III_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_III_GAMEPLAY]
Disband in a city for a production bonus

Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_III_HISTORICAL]
[END]


[UNIT_PLUNDER_IV_PREREQ]
Requires:

[END]

[UNIT_PLUNDER_IV_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_IV_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_IV_GAMEPLAY]
Disband in a city for a production bonus

Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_IV_HISTORICAL]
[END]


[UNIT_GREAT_GENERAL_PREREQ]
Requires: Promotion in Battle
[END]

[UNIT_GREAT_GENERAL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GREAT_GENERAL_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GREAT_GENERAL_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GREAT_GENERAL_HISTORICAL]
[END]


[UNIT_HERO_PREREQ]
Requires: Promotion in Battle
[END]

[UNIT_HERO_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERO_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERO_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERO_HISTORICAL]
[END]


[UNIT_H_ANGMAR_PREREQ]
Requires: Realm of Angmar Wonder
[END]

[UNIT_H_ANGMAR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ANGMAR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ANGMAR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ANGMAR_HISTORICAL]
[END]


[UNIT_ANGMAR_H1_PREREQ]
Requires: Hidden (Angmar Wonder unit)
[END]

[UNIT_ANGMAR_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H1_HISTORICAL]
[END]


[UNIT_ANGMAR_H2_PREREQ]
Requires: Hidden (Angmar Wonder unit)
[END]

[UNIT_ANGMAR_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H2_HISTORICAL]
[END]


[UNIT_ANGMAR_H3_PREREQ]
Requires: Hidden (Angmar Wonder unit)
[END]

[UNIT_ANGMAR_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H3_HISTORICAL]
[END]


[UNIT_ANGMAR_H4_PREREQ]
Requires: Hidden (Angmar Wonder unit)
[END]

[UNIT_ANGMAR_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ANGMAR_H4_HISTORICAL]
[END]


[UNIT_H_ARNOR_PREREQ]
Requires: Realm of Arnor Wonder
[END]

[UNIT_H_ARNOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ARNOR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ARNOR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ARNOR_HISTORICAL]
[END]


[UNIT_ARNOR_H1_PREREQ]
Requires: Hidden (Arnor Wonder unit)
[END]

[UNIT_ARNOR_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H1_HISTORICAL]
[END]


[UNIT_ARNOR_H2_PREREQ]
Requires: Hidden (Arnor Wonder unit)
[END]

[UNIT_ARNOR_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H2_HISTORICAL]
[END]


[UNIT_ARNOR_H3_PREREQ]
Requires: Hidden (Arnor Wonder unit)
[END]

[UNIT_ARNOR_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H3_HISTORICAL]
[END]


[UNIT_ARNOR_H4_PREREQ]
Requires: Hidden (Arnor Wonder unit)
[END]

[UNIT_ARNOR_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARNOR_H4_HISTORICAL]
[END]


[UNIT_H_DWARVES_PREREQ]
Requires: Realm of the Dwarves Wonder
[END]

[UNIT_H_DWARVES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_DWARVES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_DWARVES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_DWARVES_HISTORICAL]
[END]


[UNIT_DWARVES_H1_PREREQ]
Requires: Hidden (Dwarves Wonder unit)
[END]

[UNIT_DWARVES_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H1_HISTORICAL]
[END]


[UNIT_DWARVES_H2_PREREQ]
Requires: Hidden (Dwarves Wonder unit)
[END]

[UNIT_DWARVES_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H2_HISTORICAL]
[END]

[UNIT_DWARVES_H3_PREREQ]
Requires: Hidden (Dwarves Wonder unit)
[END]

[UNIT_DWARVES_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H3_HISTORICAL]
[END]


[UNIT_DWARVES_H4_PREREQ]
Requires: Hidden (Dwarves Wonder unit)
[END]

[UNIT_DWARVES_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWARVES_H4_HISTORICAL]
[END]


[UNIT_H_EASTERLING_PREREQ]
Requires: Realm of the East Wonder
[END]

[UNIT_H_EASTERLING_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_EASTERLING_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_EASTERLING_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_EASTERLING_HISTORICAL]
[END]


[UNIT_EASTERLING_H1_PREREQ]
Requires: Hidden (Easterling Wonder unit)
[END]

[UNIT_EASTERLING_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H1_HISTORICAL]
[END]

[UNIT_EASTERLING_H2_PREREQ]
Requires: Hidden (Easterling Wonder unit)
[END]

[UNIT_EASTERLING_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H2_HISTORICAL]
[END]


[UNIT_EASTERLING_H3_PREREQ]
Requires: Hidden (Easterling Wonder unit)
[END]

[UNIT_EASTERLING_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EASTERLING_H3_HISTORICAL]
[END]


[UNIT_H_GONDOR_PREREQ]
Requires: Realm of Gondor Wonder
[END]

[UNIT_H_GONDOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_GONDOR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_GONDOR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_GONDOR_HISTORICAL]
[END]


[UNIT_GONDOR_H1_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H1_HISTORICAL]
[END]

[UNIT_GONDOR_H2_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H2_HISTORICAL]
[END]


[UNIT_GONDOR_H3_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H3_HISTORICAL]
[END]


[UNIT_GONDOR_H4_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H4_HISTORICAL]
[END]


[UNIT_GONDOR_H5_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H5_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H5_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H5_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H5_HISTORICAL]
[END]

[UNIT_GONDOR_H6_PREREQ]
Requires: Hidden (Gondor Wonder unit)
[END]

[UNIT_GONDOR_H6_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H6_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H6_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GONDOR_H6_HISTORICAL]
[END]


[UNIT_H_HARADRIM_PREREQ]
Requires: Realm of Harad Wonder
[END]

[UNIT_H_HARADRIM_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HARADRIM_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HARADRIM_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HARADRIM_HISTORICAL]
[END]


[UNIT_HARADRIM_H1_PREREQ]
Requires: Hidden (Harad Wonder unit)
[END]

[UNIT_HARADRIM_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H1_HISTORICAL]
[END]


[UNIT_HARADRIM_H2_PREREQ]
Requires: Hidden (Harad Wonder unit)
[END]

[UNIT_HARADRIM_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H2_HISTORICAL]
[END]

[UNIT_HARADRIM_H3_PREREQ]
Requires: Hidden (Harad Wonder unit)
[END]

[UNIT_HARADRIM_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HARADRIM_H3_HISTORICAL]
[END]


[UNIT_H_HOBBITS_PREREQ]
Requires: Realm of the Shire Wonder
[END]

[UNIT_H_HOBBITS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HOBBITS_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HOBBITS_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_HOBBITS_HISTORICAL]
[END]


[UNIT_HOBBITS_H1_PREREQ]
Requires: Hidden (Hobbit Wonder unit)
[END]

[UNIT_HOBBITS_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H1_HISTORICAL]
[END]


[UNIT_HOBBITS_H2_PREREQ]
Requires: Hidden (Hobbit Wonder unit)
[END]

[UNIT_HOBBITS_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H2_HISTORICAL]
[END]

[UNIT_HOBBITS_H3_PREREQ]
Requires: Hidden (Hobbit Wonder unit)
[END]

[UNIT_HOBBITS_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOBBITS_H3_HISTORICAL]
[END]


[UNIT_H_ISENGARD_PREREQ]
Requires: Realm of the Istari Wonder
[END]

[UNIT_H_ISENGARD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ISENGARD_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ISENGARD_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ISENGARD_HISTORICAL]
[END]


[UNIT_H_MORDOR_PREREQ]
Requires: Realm of Mordor Wonder
[END]

[UNIT_H_MORDOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_MORDOR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_MORDOR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_MORDOR_HISTORICAL]
[END]


[UNIT_MORDOR_H1_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H1_HISTORICAL]
[END]


[UNIT_MORDOR_H2_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H2_HISTORICAL]
[END]


[UNIT_MORDOR_H3_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H3_HISTORICAL]
[END]


[UNIT_MORDOR_H4_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H4_HISTORICAL]
[END]


[UNIT_MORDOR_H5_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H5_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H5_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H5_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H5_HISTORICAL]
[END]


[UNIT_MORDOR_H6_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H6_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H6_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H6_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H6_HISTORICAL]
[END]


[UNIT_MORDOR_H7_PREREQ]
Requires: Hidden (Mordor Wonder unit)
[END]

[UNIT_MORDOR_H7_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H7_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H7_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MORDOR_H7_HISTORICAL]
[END]


[UNIT_H_NORTHMEN_PREREQ]
Requires: Realm of the North
[END]

[UNIT_H_NORTHMEN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_NORTHMEN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_NORTHMEN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_NORTHMEN_HISTORICAL]
[END]


[UNIT_H_ROHAN_PREREQ]
Requires: Realm of Rohan Wonder
[END]

[UNIT_H_ROHAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ROHAN_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ROHAN_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_ROHAN_HISTORICAL]
[END]


[UNIT_ROHAN_H1_PREREQ]
Requires: Hidden (Rohan Wonder unit)
[END]

[UNIT_ROHAN_H1_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H1_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H1_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H1_HISTORICAL]
[END]


[UNIT_ROHAN_H2_PREREQ]
Requires: Hidden (Rohan Wonder unit)
[END]

[UNIT_ROHAN_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H2_HISTORICAL]
[END]


[UNIT_ROHAN_H3_PREREQ]
Requires: Hidden (Rohan Wonder unit)
[END]

[UNIT_ROHAN_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H3_HISTORICAL]
[END]


[UNIT_ROHAN_H4_PREREQ]
Requires: Hidden (Rohan Wonder unit)
[END]

[UNIT_ROHAN_H4_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H4_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H4_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H4_HISTORICAL]
[END]


[UNIT_ROHAN_H5_PREREQ]
Requires: Hidden (Rohan Wonder unit)
[END]

[UNIT_ROHAN_H5_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H5_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H5_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ROHAN_H5_HISTORICAL]
[END]


[UNIT_H_SINDAR_PREREQ]
Requires: Realm of the Sindar Wonder
[END]

[UNIT_H_SINDAR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_SINDAR_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_SINDAR_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_H_SINDAR_H2SINDAR_HISTORICAL]
[END]


[UNIT_SINDAR_H2_PREREQ]
Requires: Hidden (Sindar Wonder unit)
[END]

[UNIT_SINDAR_H2_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2_HISTORICAL]
[END]


[UNIT_SINDAR_H2A_PREREQ]
Upgrade Elrond to a mobile unit
[END]

[UNIT_SINDAR_H2A_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2A_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2A_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H2A_HISTORICAL]
[END]


[UNIT_SINDAR_H3_PREREQ]
Requires: Hidden (Sindar Wonder unit)
[END]

[UNIT_SINDAR_H3_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H3_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H3_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SINDAR_H3_HISTORICAL]
[END]


[UNIT_PALANTIR_I_PREREQ]
Requires: Hidden
[END]

[UNIT_PALANTIR_I_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_I_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_I_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_I_HISTORICAL]
[END]


[UNIT_PALANTIR_II_PREREQ]
Requires: Hidden
[END]

[UNIT_PALANTIR_II_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_II_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_II_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_II_HISTORICAL]
[END]


[UNIT_PALANTIR_III_PREREQ]
Requires: Hidden
[END]

[UNIT_PALANTIR_III_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_III_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_III_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_III_HISTORICAL]
[END]


[UNIT_PALANTIR_IV_PREREQ]
Requires: Hidden
[END]

[UNIT_PALANTIR_IV_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_IV_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_IV_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PALANTIR_IV_HISTORICAL]
[END]


[UNIT_GANDALF_I_PREREQ]
Requires: Gandalf Wonder
[END]

[UNIT_GANDALF_I_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_I_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_I_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_I_HISTORICAL]
[END]


[UNIT_GANDALF_II_PREREQ]
Requires: Upgrade to Gandalf the White
[END]

[UNIT_GANDALF_II_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_II_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_II_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GANDALF_II_HISTORICAL]
[END]


[UNIT_BALROG_PREREQ]
Requires: Balrog Wonder
[END]

[UNIT_BALROG_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BALROG_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BALROG_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BALROG_HISTORICAL]
[END]


[UNIT_SMAUG_PREREQ]
Requires: Smaug the Great Wonder
[END]

[UNIT_SMAUG_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SMAUG_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SMAUG_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SMAUG_HISTORICAL]
[END]


[UNIT_STORM_PREREQ]
Requires: Hidden
[END]

[UNIT_STORM_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_STORM_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_STORM_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_STORM_HISTORICAL]
[END]


[UNIT_FUMES_PREREQ]
Requires: Hidden
[END]

[UNIT_FUMES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FUMES_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FUMES_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FUMES_HISTORICAL]
[END]


[UNIT_WATCHER_PREREQ]
Requires: Watcher Wonder
[END]

[UNIT_WATCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WATCHER_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WATCHER_GAMEPLAY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WATCHER_HISTORICAL]
[END]






######Wonders####################################
[WONDER_ONE_RING_PREREQ]
Requires: The One Ring (Knowledge)

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ONE_RING_STATISTICS]
Gives: Victory
[END]

[WONDER_ONE_RING_GAMEPLAY]
To win the game, you must have at least 2,500 Knowledge Points, which will give you knowledge of the location of the One Ring. 
===================================
Points are gathered by: 
1. Researching Ringlore and Council Advances before any other realm
2. Gathering Palantir, Council of Elrond Wonders 
3. Creating ALL of the realm-specific Ring Wonders for your Realm (Angmar, Mordor, Haradrim, Easterling, Dwarves, Elves)
4. Constructing Courts (5 pts/5 = +1 per turn), Forges (10 pts/8 = +2 per turn), Great Halls (15 pts/10 = +3 per turn), Libraries (20 pts/15 = +4 per turn), Markets (25 pts/15 = +5 per turn), Trade Centers (30 pts/15 = +6 per turn).
5. Finish the One Ring Wonder (Knowledge)

Once you have the Ring in your possession for 3 Turns, you (or the Ring through you...) will rule Middle Earth. 

(Access Knowledge Points by clicking on the Happiness icon at the top right of your mainmap screen.)
[END]

[WONDER_ONE_RING_HISTORICAL]
[END]


[WONDER_THE_SOLARIS_PROJECT_PREREQ]
Requires: The One Ring (Search)

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_SOLARIS_PROJECT_STATISTICS]
Gives: Victory
[END]

[WONDER_THE_SOLARIS_PROJECT_GAMEPLAY]
To win the game, you must have the following...
===================================
- 10 Palaces (Each Palace requires 1Court and 1 Castle)
- 5-25 Beacons (Each Beacon requires 1 Ballista Tower)
- Send out at least 10 Search Parties that have searched 50% of Middle-Earth. Search Parties can be created within your Realm's borders with the Search Party Tile Improvement, or the Explorer unit can be disbanded outside your Realm's borders.
- Finish the One Ring Wonder (Search)
[END]

[WONDER_THE_SOLARIS_PROJECT_HISTORICAL]
[END]


[WONDER_PALANTIR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PALANTIR_I_STATISTICS]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_I_GAMEPLAY]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_I_HISTORICAL]
[END]


[WONDER_PALANTIR_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PALANTIR_II_STATISTICS]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_II_GAMEPLAY]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_II_HISTORICAL]
[END]


[WONDER_PALANTIR_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PALANTIR_III_STATISTICS]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_III_GAMEPLAY]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_III_HISTORICAL]
[END]


[WONDER_PALANTIR_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PALANTIR_IV_STATISTICS]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_IV_GAMEPLAY]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_PALANTIR_IV_HISTORICAL]
[END]


[WONDER_COUNCIL_ELROND_PREREQ]
Requires: Great Council V

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_COUNCIL_ELROND_STATISTICS]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_COUNCIL_ELROND_GAMEPLAY]
Gives: 5% Knowledge 
250 Knowledge Points
Unit: Palantir
[END]

[WONDER_COUNCIL_ELROND_HISTORICAL]
[END]


[WONDER_SMAUG_I_PREREQ]
Requires: Geometry

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SMAUG_I_STATISTICS]
Gives:
(+2) Happiness
100 Gold per turn
[END]

[WONDER_SMAUG_I_GAMEPLAY]
Gives:
(+2) Happiness
100 Gold per turn
[END]

[WONDER_SMAUG_I_HISTORICAL]
[END]


[WONDER_MITHRIL_I_PREREQ]
Requires: Concrete

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MITHRIL_I_STATISTICS]
Gives: 15 Gold per Trade Route
(+15%) Production
[END]

[WONDER_MITHRIL_I_GAMEPLAY]
Gives: 15 Gold per Trade Route
(+15%) Production
[END]

[WONDER_MITHRIL_I_HISTORICAL]
[END]


[WONDER_GANDALF_H1_PREREQ]
Requires: Wisdom of Gandalf

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GANDALF_H1_STATISTICS]
Gives:
(+10%) Knowledge
3 Scholars
Unit: Gandalf
[END]

[WONDER_GANDALF_H1_GAMEPLAY]
Gives:
(+10%) Knowledge
3 Scholars
Unit: Gandalf
[END]

[WONDER_GANDALF_H1_HISTORICAL]
[END]


[WONDER_BALROG_H1_PREREQ]
Requires: Enslavement

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_BALROG_H1_STATISTICS]
Gives:
(+5%) Production
Unit: Balrog
[END]

[WONDER_BALROG_H1_GAMEPLAY]
Gives:
(+5%) Production
Unit: Balrog
[END]

[WONDER_BALROG_H1_HISTORICAL]
[END]


[WONDER_SMAUG_H1_PREREQ]
Requires: The Great Dragon

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SMAUG_H1_STATISTICS]
Gives:
(+5%) Production
Unit: Smaug
[END]

[WONDER_SMAUG_H1_GAMEPLAY]
Gives:
(+5%) Production
Unit: Smaug
[END]

[WONDER_SMAUG_H1_HISTORICAL]
[END]



[WONDER_ANGMAR_PREREQ]
Requires: Realm of Angmar

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ANGMAR_STATISTICS]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of Angmar
[END]

[WONDER_ANGMAR_GAMEPLAY]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of Angmar
[END]

[WONDER_ANGMAR_HISTORICAL]
[END]


[WONDER_ANGMAR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ANGMAR_I_STATISTICS]
Gives:
(+3) HP
Protection from Barbarians
3 Units: Black Rider I, Orc Crossbow, Slavemaster
[END]

[WONDER_ANGMAR_I_GAMEPLAY]
(+3) HP
Protection from Barbarians
3 Units: Black Rider I, Orc Crossbow, Slavemaster
[END]

[WONDER_ANGMAR_I_HISTORICAL]
[END]


[WONDER_ANGMAR_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ANGMAR_II_STATISTICS]
Gives:
Free Burial Mounds
Prevent City Conversions
3 Units: Black Rider II, Orc, Slavemaster
[END]

[WONDER_ANGMAR_II_GAMEPLAY]
Gives:
Free Building: Burial Mounds
Prevent City Conversions
3 Units: Black Rider II, Orc, Slavemaster
[END]

[WONDER_ANGMAR_II_HISTORICAL]
[END]


[WONDER_ANGMAR_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ANGMAR_III_STATISTICS]
Gives:
2 Free Scholars
4 Units: Mordirith, Witch King, Warg, Uruk
[END]

[WONDER_ANGMAR_III_GAMEPLAY]
Gives:
2 Free Scholars
4 Units: Mordirith, Witch King, Warg, Uruk
[END]

[WONDER_ANGMAR_III_HISTORICAL]
[END]


[WONDER_ARNOR_PREREQ]
Requires: Realm of Arnor

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ARNOR_STATISTICS]
Gives:
(-10%) Crime
(+1) Happiness
2 Units: House of Arnor, Isuldir, Horsemen
[END]

[WONDER_ARNOR_GAMEPLAY]
Gives:
(-10%) Crime
(+1) Happiness
3 Units: House of Arnor, Isuldir, Horsemen
[END]

[WONDER_ARNOR_HISTORICAL]
[END]


[WONDER_ARNOR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ARNOR_I_STATISTICS]
Gives:
(+20%) Food
50 Gold per Turn
3 Units: Arvedui, Cavalry, Mounted Archer
[END]

[WONDER_ARNOR_I_GAMEPLAY]
Gives:
(+20%) Food
50 Gold per Turn
3 Units: Arvedui, Cavalry, Mounted Archer
[END]

[WONDER_ARNOR_I_HISTORICAL]
[END]


[WONDER_ARNOR_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ARNOR_III_STATISTICS]
Gives:
(+1) Happiness
3 Units: Araphor, Longbow, Swordsmen
[END]

[WONDER_ARNOR_III_GAMEPLAY]
Gives:
(+1) Happiness
3 Units: Araphor, Longbow, Swordsmen
[END]

[WONDER_ARNOR_III_HISTORICAL]
[END]


[WONDER_ARNOR_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ARNOR_V_STATISTICS]
Gives:
(+3) HP
3 Units: Aragorn, Dunedain (2)
[END]

[WONDER_ARNOR_V_GAMEPLAY]
Gives:
(+3) HP
3 Units: Aragorn, Dunedain (2)
[END]

[WONDER_ARNOR_V_HISTORICAL]
[END]


[WONDER_DWARVES_PREREQ]
Requires: Realm of the Dwarves

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DWARVES_STATISTICS]
Gives:
(-10%) Crime
(+1) Happiness
2 Units: House of the Dwarves, Durin IV
[END]

[WONDER_DWARVES_GAMEPLAY]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of the Dwarves, Durin IV
[END]

[WONDER_DWARVES_HISTORICAL]
[END]


[WONDER_DWARVES_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DWARVES_I_STATISTICS]
Gives:
Free Building: Mint
20 Bonus Gold per Turn
3 Units: Nar, (2) Macemen
[END]

[WONDER_DWARVES_I_GAMEPLAY]
Gives:
Free Building: Mint
20 Bonus Gold per Turn
3 Units: Nar, (2) Macemen
[END]

[WONDER_DWARVES_I_HISTORICAL]
[END]


[WONDER_DWARVES_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DWARVES_II_STATISTICS]
Gives:
(-10%) Crime
(+10) Production
3 Units: Dain Ironfoot, (2) Dwarvish Axes
[END]

[WONDER_DWARVES_II_GAMEPLAY]
Gives:
(-10%) Crime
(+10) Production
3 Units: Dain Ironfoot, (2) Dwarvish Axes
[END]

[WONDER_DWARVES_II_HISTORICAL]
[END]


[WONDER_DWARVES_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DWARVES_III_STATISTICS]
Gives:
(+1) Happiness
3 Units: Thorin II, Dwarvish Axe, Catapult
[END]

[WONDER_DWARVES_III_GAMEPLAY]
Gives:
(+1) Happiness
3 Units: Thorin II, Dwarvish Axe, Catapult
[END]

[WONDER_DWARVES_III_HISTORICAL]
[END]


[WONDER_EASTERLING_PREREQ]
Requires: Realm of the East

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EASTERLING_STATISTICS]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of the East
[END]

[WONDER_EASTERLING_GAMEPLAY]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of the East
[END]

[WONDER_EASTERLING_HISTORICAL]
[END]


[WONDER_EASTERLING_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EASTERLING_IV_STATISTICS]
Gives:
(+2) Happiness
3 Units: Rhun, (2) Wainriders
[END]

[WONDER_EASTERLING_IV_GAMEPLAY]
Gives:
(+2) Happiness
3 Units: Rhun, (2) Wainriders
[END]

[WONDER_EASTERLING_IV_HISTORICAL]
[END]


[WONDER_EASTERLING_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EASTERLING_V_STATISTICS]
Gives:
(+3) HP
3 Units: Khand, Wainrider, Macemen
[END]

[WONDER_EASTERLING_V_GAMEPLAY]
Gives:
(+3) HP
3 Units: Khand, Wainrider, Macemen
[END]

[WONDER_EASTERLING_V_HISTORICAL]
[END]


[WONDER_EASTERLING_VI_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EASTERLING_VI_STATISTICS]
Gives:
(+10%) Production
(+10%) Knowledge
3 Units: Khamul, (2) Pikemen, Catapult
[END]

[WONDER_EASTERLING_VI_GAMEPLAY]
Gives:
(+10%) Production
(+10%) Knowledge
3 Units: Khamul, (2) Pikemen, Catapult
[END]

[WONDER_EASTERLING_VI_HISTORICAL]
[END]


[WONDER_GONDOR_PREREQ]
Requires: Realm of Gondor

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GONDOR_STATISTICS]
Gives:
(-15%) Crime
(+1) Happiness
Units: House of Gondor, Anarion
[END]

[WONDER_GONDOR_GAMEPLAY]
Gives:
(-15%) Crime
(+1) Happiness
2 Units: House of Gondor, Anarion
[END]

[WONDER_GONDOR_HISTORICAL]
[END]


[WONDER_GONDOR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GONDOR_I_STATISTICS]
Gives:
(+20%) Food
3 Units: Hyarmdacil, Swordsmen, Longbow
[END]

[WONDER_GONDOR_I_GAMEPLAY]
Gives:
(+20%) Food
3 Units: Hyarmdacil, Swordsmen, Longbow
[END]

[WONDER_GONDOR_I_HISTORICAL]
[END]


[WONDER_GONDOR_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GONDOR_II_STATISTICS]
Gives:
(+2) Happiness
3 Units: Earnil, Cavalry, Macemen
[END]

[WONDER_GONDOR_II_GAMEPLAY]
Gives:
(+2) Happiness
3 Units: Earnil, Cavalry, Macemen
[END]

[WONDER_GONDOR_II_HISTORICAL]
[END]


[WONDER_GONDOR_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GONDOR_IV_STATISTICS]
Gives:
(+2) HP
Free Building: House of Healing
2 Units: Faramir, Man-at-Arms
[END]

[WONDER_GONDOR_IV_GAMEPLAY]
Gives:
(+2) HP
Free Building: House of Healing
2 Units: Faramir, Man-at-Arms
[END]

[WONDER_GONDOR_IV_HISTORICAL]
[END]


[WONDER_GONDOR_VI_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GONDOR_VI_STATISTICS]
Gives:
(+20%) Knowledge
250 Knowledge Points
3 Units: Denethor, Boromir, Axemen
[END]

[WONDER_GONDOR_VI_GAMEPLAY]
Gives:
(+20%) Knowledge
250 Knowledge Points
3 Units: Denethor, Boromir, Axemen
[END]

[WONDER_GONDOR_VI_HISTORICAL]
[END]


[WONDER_HARADRIM_PREREQ]
Requires: Realm of Harad

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HARADRIM_STATISTICS]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of Harad
[END]

[WONDER_HARADRIM_GAMEPLAY]
Gives:
(-10%) Crime
(+1) Happiness
Unit: House of Harad
[END]

[WONDER_HARADRIM_HISTORICAL]
[END]


[WONDER_HARADRIM_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HARADRIM_IV_STATISTICS]
Gives:
100 Bonus Gold per Turn
3 Units: Herumor, Swordsmen, Ballista
[END]

[WONDER_HARADRIM_IV_GAMEPLAY]
Gives:
100 Bonus Gold per Turn
3 Units: Herumor, Swordsmen, Ballista
[END]

[WONDER_HARADRIM_IV_HISTORICAL]
[END]


[WONDER_HARADRIM_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HARADRIM_V_STATISTICS]
Gives:
(+2) HP
3 Units: Fuinur, Composite Archer, Oliphant
[END]

[WONDER_HARADRIM_V_GAMEPLAY]
Gives:
(+2) HP
3 Units: Fuinur, Composite Archer, Oliphant
[END]

[WONDER_HARADRIM_V_HISTORICAL]
[END]


[WONDER_HARADRIM_VI_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HARADRIM_VI_STATISTICS]
Gives:
(+10%) Knowledge
(+2) HP
3 Units: Umbar, Pikemen, Murmakil
[END]

[WONDER_HARADRIM_VI_GAMEPLAY]
Gives:
(+10%) Knowledge
(+2) HP
3 Units: Umbar, Pikemen, Murmakil
[END]

[WONDER_HARADRIM_VI_HISTORICAL]
[END]


[WONDER_HOBBITS_PREREQ]
Requires: Realm of the Shire

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HOBBITS_STATISTICS]
Gives:
(-20%) Crime
(+1) Happiness
Unit: House of Bucca
[END]

[WONDER_HOBBITS_GAMEPLAY]
Gives:
(-20%) Crime
(+1) Happiness
Unit: House of Bucca
[END]

[WONDER_HOBBITS_HISTORICAL]
[END]


[WONDER_HOBBITS_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HOBBITS_I_STATISTICS]
Gives:
Free Building: Goldsmith
Unit: Isengrim
[END]

[WONDER_HOBBITS_I_GAMEPLAY]
Gives:
Free Building: Goldsmith
Unit: Isengrim
[END]

[WONDER_HOBBITS_I_HISTORICAL]
[END]


[WONDER_HOBBITS_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HOBBITS_II_STATISTICS]
Gives:
(+4) Happiness
Unit: Bilbo
[END]

[WONDER_HOBBITS_II_GAMEPLAY]
Gives:
(+4) Happiness
Unit: Bilbo
[END]

[WONDER_HOBBITS_II_HISTORICAL]
[END]


[WONDER_HOBBITS_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HOBBITS_IV_STATISTICS]
Gives:
Protection from Barbarians
(+80) Regard
Unit: Old Took
[END]

[WONDER_HOBBITS_IV_GAMEPLAY]
Gives:
Protection from Barbarians
(+80) Regard
Unit: Old Took
[END]

[WONDER_HOBBITS_IV_HISTORICAL]
[END]


[WONDER_ISENGARD_PREREQ]
Requires: Watch of the Istari

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISENGARD_STATISTICS]
Gives:
(-15%) Crime
(+1) Happiness
Unit: Sauruman
[END]

[WONDER_ISENGARD_GAMEPLAY]
Gives:
(-15%) Crime
(+1) Happiness
Unit: Sauruman
[END]

[WONDER_ISENGARD_HISTORICAL]
[END]


[WONDER_ISENGARD_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISENGARD_II_STATISTICS]
Gives:
Free Building: Archive
2 Units: (2) Acolytes
[END]

[WONDER_ISENGARD_II_GAMEPLAY]
Gives:
Free Building: Archive
2 Units: (2) Acolytes
[END]

[WONDER_ISENGARD_II_HISTORICAL]
[END]


[WONDER_ISENGARD_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISENGARD_III_STATISTICS]
Gives:
(+2) HP
3 Units: (2) Uruk-Hai, Slavemaster
[END]

[WONDER_ISENGARD_III_GAMEPLAY]
Gives:
(+2) HP
3 Units: (2) Uruk-Hai, Slavemaster
[END]

[WONDER_ISENGARD_III_HISTORICAL]
[END]


[WONDER_ISENGARD_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISENGARD_IV_STATISTICS]
Gives:
Spies Everywhere
2 Units: Catapult, Scorpion
[END]

[WONDER_ISENGARD_IV_GAMEPLAY]
Gives:
Spies Everywhere
250 Knowledge Points
2 Units: Catapult, Scorpion
[END]

[WONDER_ISENGARD_IV_HISTORICAL]
[END]


[WONDER_ISENGARD_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISENGARD_V_STATISTICS]
Gives:
(+20%) Knowledge
Unit: Wizard
[END]

[WONDER_ISENGARD_V_GAMEPLAY]
Gives:
(+20%) Knowledge
Unit: Wizard
[END]

[WONDER_ISENGARD_V_HISTORICAL]
[END]


[WONDER_MORDOR_PREREQ]
Requires: Realm of Mordor

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_STATISTICS]
Gives:
(+1) Happiness
Unit: Sauron
[END]

[WONDER_MORDOR_GAMEPLAY]
Gives:
(+1) Happiness
Unit: Sauron
[END]

[WONDER_MORDOR_HISTORICAL]
[END]


[WONDER_MORDOR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_I_STATISTICS]
Gives:
Free Building: Wall
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_I_GAMEPLAY]
Gives:
Free Building: Wall
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_I_HISTORICAL]
[END]


[WONDER_MORDOR_II_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_II_STATISTICS]
Gives:
(+2) Happiness
1 Unit: Shelob
[END]

[WONDER_MORDOR_II_GAMEPLAY]
Gives:
(+2) Happiness
1 Unit: Shelob
[END]

[WONDER_MORDOR_II_HISTORICAL]
[END]


[WONDER_MORDOR_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_III_STATISTICS]
Gives:
(+1) Happiness
Free Embassies
1 Unit: Mouth of Sauron
[END]

[WONDER_MORDOR_III_GAMEPLAY]
Gives:
(+1) Happiness
Free Embassies
1 Unit: Mouth of Sauron
[END]

[WONDER_MORDOR_III_HISTORICAL]
[END]


[WONDER_MORDOR_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_IV_STATISTICS]
Gives:
(+1) Happiness
(-10%) Crime
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_IV_GAMEPLAY]
Gives:
(+1) Happiness
(-10%) Crime
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_IV_HISTORICAL]
[END]


[WONDER_MORDOR_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_V_STATISTICS]
Gives:
(+2) HP
1 Unit: Grond
[END]

[WONDER_MORDOR_V_GAMEPLAY]
Gives:
(+2) HP
1 Unit: Grond
[END]

[WONDER_MORDOR_V_HISTORICAL]
[END]


[WONDER_MORDOR_VI_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_VI_STATISTICS]
Gives:
(+20%) Knowledge
250 Knowledge Points
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_VI_GAMEPLAY]
Gives:
(+20%) Knowledge
250 Knowledge Points
2 Units: (2) Black Riders
[END]

[WONDER_MORDOR_VI_HISTORICAL]
[END]


[WONDER_MORDOR_VIII_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MORDOR_VIII_STATISTICS]
Gives:
2 Units: Nazgul, King of the Nazgul
[END]

[WONDER_MORDOR_VIII_GAMEPLAY]
Gives:
2 Units: Nazgul, King of the Nazgul
[END]

[WONDER_MORDOR_VIII_HISTORICAL]
[END]


[WONDER_NORTHMEN_PREREQ]
Requires: Realm of the North

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_NORTHMEN_STATISTICS]
Gives:
(-10%) Crime
(+5%) Food
(+5%) Knowledge
(+1) Happiness
Unit: House of Brand
[END]

[WONDER_NORTHMEN_GAMEPLAY]
Gives:
(-10%) Crime
(+5%) Food
(+5%) Knowledge
(+1) Happiness
Unit: House of Brand
[END]

[WONDER_NORTHMEN_HISTORICAL]
[END]


[WONDER_ROHAN_PREREQ]
Requires: Realm of Rohan

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ROHAN_STATISTICS]
Gives:
(+1) Happiness
3 Units: House of Rohan, Eorl, Horsemen
[END]

[WONDER_ROHAN_GAMEPLAY]
Gives:
(+1) Happiness
3 Units: House of Rohan, Eorl, Horsemen
[END]

[WONDER_ROHAN_HISTORICAL]
[END]


[WONDER_ROHAN_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ROHAN_I_STATISTICS]
Gives:
Free Building: Wall
3 Units: Helm, Horsemen, Macemen
[END]

[WONDER_ROHAN_I_GAMEPLAY]
Gives:
Free Building: Wall
3 Units: Helm, Horsemen, Macemen
[END]

[WONDER_ROHAN_I_HISTORICAL]
[END]


[WONDER_ROHAN_III_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ROHAN_III_STATISTICS]
Gives:
(-20%) Crime
[END]

[WONDER_ROHAN_III_GAMEPLAY]
Gives:
(-20%) Crime
[END]

[WONDER_ROHAN_III_HISTORICAL]
[END]


[WONDER_ROHAN_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ROHAN_IV_STATISTICS]
Gives:
Protection from Barbarians
3 Units: Folcwine, Cavalry, Rohan Cavalry
[END]

[WONDER_ROHAN_IV_GAMEPLAY]
Gives:
Protection from Barbarians
3 Units: Folcwine, Cavalry, Rohan Cavalry
[END]

[WONDER_ROHAN_IV_HISTORICAL]
[END]


[WONDER_ROHAN_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ROHAN_V_STATISTICS]
Gives:
(+2) HP
6 Units: Theoden, Eomer, Heavy Cavalry, (2) Knights, Rohirrum
[END]

[WONDER_ROHAN_V_GAMEPLAY]
Gives:
(+2) HP
6 Units: Theoden, Eomer, Heavy Cavalry, (2) Knights, Rohirrum
[END]

[WONDER_ROHAN_V_HISTORICAL]
[END]


[WONDER_SINDAR_PREREQ]
Requires: Realm of the Elves

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SINDAR_STATISTICS]
Gives:
(-15%) Crime
(+1) Happiness
Unit: House of the Sindar
Unit: Elrond (Garrison)
[END]

[WONDER_SINDAR_GAMEPLAY]
Gives:
(-15%) Crime
(+1) Happiness
Unit: House of the Sindar
Unit: Elrond (Garrison)
[END]

[WONDER_SINDAR_HISTORICAL]
[END]


[WONDER_SINDAR_I_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SINDAR_I_STATISTICS]
Gives:
3 Free Scholars
(-15%) Crime
(+2) HP
3 Units: Legolas, Elvish Horse Archers, Elvish Bowyer
[END]

[WONDER_SINDAR_I_GAMEPLAY]
Gives:
3 Free Scholars
(-30%) Crime
(+2) HP
3 Units: Legolas, Elvish Horse Archers, Elvish Bowyer
[END]

[WONDER_SINDAR_I_HISTORICAL]
[END]


[WONDER_SINDAR_IV_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SINDAR_IV_STATISTICS]
Gives:
(+20%) Knowledge
3 Units: Galandriel, Elvish Longbow, Elvish Mounted Archer
[END]

[WONDER_SINDAR_IV_GAMEPLAY]
Gives:
(+20%) Knowledge
3 Units: Galandriel, Elvish Longbow, Elvish Mounted Archer
[END]

[WONDER_SINDAR_IV_HISTORICAL]
[END]


[WONDER_SINDAR_V_PREREQ]
Requires: Hidden

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SINDAR_V_STATISTICS]
Gives:
(+20%) Production
1 Unit: Thranduil
[END]

[WONDER_SINDAR_V_GAMEPLAY]
Gives:
(+20%) Production
1 Unit: Thranduil
[END]

[WONDER_SINDAR_V_HISTORICAL]
[END]
