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Great Wart  Extended

Script for map Great Wart Extended

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Script by sabo
<script>
  <setup>
    <action type="customizeRuleset" elementId="1">
      <update property="building.buildsUnits" elementId="2" unitId="1" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="2">
      <update property="unit.price" resourceId="1" value="200"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
      <update property="unit.capturingChangesUnitTo" unitId="" value="20"/>
      <update property="unit.capturingConsumesUnit" value="1"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="1"/>
      <update property="building.buildsUnits" unitId="2" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="2" value="1"/>
      <update property="building.buildsUnits" elementId="6" unitId="2" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="2" value="1"/>
      <update property="building.buildsUnits" elementId="21" unitId="2" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="3">
      <update property="building.buildsUnits" elementId="2" unitId="3" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="4">
      <update property="unit.price" resourceId="1" value="200"/>
    </action>
    <action type="customizeRuleset" elementId="5">
      <update property="unit.price" resourceId="1" value="200"/>
      <update property="building.buildsUnits" elementId="1" unitId="5" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="6">
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.price" resourceId="1" value="450"/>
    </action>
    <action type="customizeRuleset" elementId="9">
      <update property="unit.primaryMovementPoints" value="4"/>
    </action>
    <action type="customizeRuleset" elementId="10">
      <update property="building.buildsUnits" elementId="3" unitId="10" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="11">
      <update property="unit.price" resourceId="1" value="500"/>
      <update property="building.buildsUnits" elementId="3" unitId="11" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="13">
      <update property="building.buildsUnits" elementId="3" unitId="13" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="16">
      <update property="unit.price" resourceId="1" value="150"/>
      <update property="unit.primaryMovementPoints" value="5"/>
    </action>
    <action type="customizeRuleset" elementId="18">
      <update property="unit.primaryMovementPoints" value="7"/>
    </action>
    <action type="customizeRuleset" elementId="19">
      <update property="unit.primaryMovementPoints" value="2"/>
    </action>
    <action type="customizeRuleset" elementId="45">
      <update property="unit.price" resourceId="1" value="300"/>
      <update property="building.buildsUnits" elementId="4" unitId="45" value="1"/>
      <update property="building.buildsUnits" elementId="9" unitId="45" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="71">
      <update property="building.buildsUnits" elementId="2" unitId="71" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="71" value="1"/>
      <update property="unit.price" resourceId="1" value="1100"/>
    </action>
    <action type="customizeRuleset" elementId="72">
      <update property="building.buildsUnits" elementId="3" unitId="72" value="1"/>
      <update property="unit.price" resourceId="1" value="1200"/>
    </action>
    <action type="customizeRuleset" elementId="73">
      <update property="building.buildsUnits" elementId="21" unitId="73" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="45" id="10000" name="Chariot"/>
    <action type="customizeRuleset" elementId="10000">
      <update property="unit.clipName" value="MedievalTransport2"/>
      <update property="unit.armor" armorId="2"/>
      <update property="unit.price" resourceId="1" value="600"/>
      <update property="unit.health" value="10"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.slots" value="1"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.weapon.name" value="Bolt"/>
      <update property="unit.weapon.type" value="ranged"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.damageType" damageTypeId=""/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="2"/>
      <update property="unit.slotsNeeded" unitId="71" value="1"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.bulletClipName" value="MedievalArrow"/>
      <update property="unit.weapon.canAttackMovers" moverId="1" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="3" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="4" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="5" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="5" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="6" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="7" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="21" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="1" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="3" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="5" value="1"/>
      <update property="building.buildsUnits" elementId="4" unitId="10000" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="10000" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10000" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="19" id="10001" name="Dreadnought"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="unit.clipName" value="MedievalBattleship2"/>
      <update property="unit.price" resourceId="1" value="2000"/>
      <update property="unit.health" value="10"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.slots" value="4"/>
      <update property="unit.visionPoints" value="3"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.fastUnload" value="1"/>
      <update property="unit.weapon.name" value="Cannon"/>
      <update property="unit.weapon.usage" value="noMove"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minRange" value="4"/>
      <update property="unit.weapon.maxRange" value="6"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.weapon.moverBonuses" moverId="1" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="3" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="5" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="6" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="5" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="7" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="21" value="1"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.bulletClipName" value="MedievalCannonBall"/>
      <update property="building.buildsUnits" elementId="8" unitId="10001" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="19" id="10008" name="Cargo Ship"/>
    <action type="customizeRuleset" elementId="10008">
      <update property="unit.clipName" value="MedievalBattleship"/>
      <update property="unit.price" resourceId="1" value="600"/>
      <update property="unit.health" value="10"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.defense" value="6"/>
      <update property="unit.slots" value="8"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.fastUnload" value="0"/>
      <update property="unit.weapon.damageType" damageTypeId=""/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minDamage" value="3"/>
      <update property="unit.weapon.maxDamage" value="3"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="1"/>
      <update property="unit.weapon.attackingBonus" value="0"/>
      <update property="unit.weapon.moverBonuses" moverId="1" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="6" value="0"/>
      <update property="unit.weapon.targetDefensePenalty" value="0"/>
      <update property="unit.weapon.bulletClipName" value="MedievalArrow"/>
      <update property="building.buildsUnits" elementId="8" unitId="10008" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="19" id="10002" name="Destroyer"/>
    <action type="customizeRuleset" elementId="10002">
      <update property="unit.clipName" value="MedievalCog"/>
      <update property="unit.price" resourceId="1" value="650"/>
      <update property="unit.health" value="10"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.defense" value="7"/>
      <update property="unit.slots" value="0"/>
      <update property="unit.visionPoints" value="3"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.weapon.name" value="Cannon"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="3"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="3" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="5" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="6" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="7" value="1"/>
      <update property="unit.weapon.targetDefensePenalty" value="20"/>
      <update property="unit.weapon.bulletClipName" value="MedievalCannonBall"/>
      <update property="building.buildsUnits" elementId="8" unitId="10002" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="72" id="10003" name="Light Cannon"/>
    <action type="customizeRuleset" elementId="10003">
      <update property="unit.price" resourceId="1" value="850"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.minRange" value="2"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="building.buildsUnits" elementId="2" unitId="10003" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10003" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="2" id="10004" name="Mage"/>
    <action type="customizeRuleset" elementId="10004">
      <update property="unit.clipName" value="MedievalTorchMan2"/>
      <update property="unit.armor" armorId="1"/>
      <update property="unit.price" resourceId="1" value="550"/>
      <update property="unit.health" value="10"/>
      <update property="unit.repairs" value="5"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.visionPoints" value="3"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="20"/>
      <update property="unit.weapon.moverBonuses" moverId="1" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="3" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="5" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="6" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="7" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="21" value="1"/>
      <update property="unit.weapon.canAttackMovers" moverId="21" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10004" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="3" id="10005" name="Assassin"/>
    <action type="customizeRuleset" elementId="10005">
      <update property="unit.clipName" value="MedievalSpearman2"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.price" resourceId="1" value="450"/>
      <update property="unit.armor" armorId="1"/>
      <update property="unit.defense" value="12"/>
      <update property="unit.visionPoints" value="4"/>
      <update property="unit.weapon.minDamage" value="13"/>
      <update property="unit.weapon.maxDamage" value="13"/>
      <update property="unit.weapon.attackingBonus" value="6"/>
      <update property="building.buildsUnits" elementId="1" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10005" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10006" name="Champion"/>
    <action type="customizeRuleset" elementId="10006">
      <update property="unit.clipName" value="MedievalHeavyInfantry"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.price" resourceId="1" value="950"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.defense" value="17"/>
      <update property="unit.weapon.minDamage" value="14"/>
      <update property="unit.weapon.maxDamage" value="14"/>
      <update property="unit.weapon.attackingBonus" value="6"/>
      <update property="building.buildsUnits" elementId="1" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10006" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10006" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10007" name="Heavy Cavalry"/>
    <action type="customizeRuleset" elementId="10007">
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.price" resourceId="1" value="800"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.defense" value="18"/>
      <update property="building.buildsUnits" elementId="1" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10007" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="14" id="10009" name="Heavy Trebuchet"/>
    <action type="customizeRuleset" elementId="10009">
      <update property="unit.price" resourceId="1" value="700"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.visionPoints" value="1"/>
      <update property="unit.primaryMovementPoints" value="1"/>
      <update property="unit.weapon.damageType" damageTypeId=""/>
      <update property="unit.weapon.minRange" value="3"/>
      <update property="unit.weapon.maxRange" value="5"/>
      <update property="unit.weapon.minDamage" value="4"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.bulletClipName" value="MedievalFire"/>
      <update property="building.buildsUnits" elementId="1" unitId="10009" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10011" name="General"/>
    <action type="customizeRuleset" elementId="10011">
      <update property="unit.clipName" value="MedievalEvilKing"/>
      <update property="unit.armor" armorId="3"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.health" value="40"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.price" resourceId="1" value="2000"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
      <update property="unit.capturingChangesUnitTo" unitId="" value="10011"/>
      <update property="unit.capturingConsumesUnit" value="0"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10011" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="10011" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="72" id="10012" name="Arrow Cart"/>
    <action type="customizeRuleset" elementId="10012">
      <update property="unit.price" resourceId="1" value="600"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.visionPoints" value="1"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
      <update property="unit.weapon.moverBonuses" moverId="3" value="1"/>
      <update property="unit.weapon.noOfAttacks" value="1"/>
      <update property="unit.weapon.damageType" damageTypeId=""/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.targetDefensePenalty" value="10"/>
      <update property="unit.weapon.bulletClipName" value="MedievalArrow"/>
      <update property="building.buildsUnits" elementId="2" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10012" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10012" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10013" name="Ogre"/>
    <action type="customizeRuleset" elementId="10013">
      <update property="unit.clipName" value="MedievalOgre"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.visionPoints" value="2"/>
      <update property="unit.health" value="30"/>
      <update property="unit.armor" armorId="1"/>
      <update property="unit.defense" value="8"/>
      <update property="unit.price" resourceId="1" value="1500"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.weapon.damageType" damageTypeId=""/>
      <update property="unit.weapon.minDamage" value="6"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10013" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="10013" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="1" id="10014" name="Scout"/>
    <action type="customizeRuleset" elementId="10014">
      <update property="unit.clipName" value="MedievalPeasant2"/>
      <update property="unit.armor" armorId="1"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.health" value="10"/>
      <update property="unit.defense" value="0"/>
      <update property="unit.price" resourceId="1" value="50"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.weapon.minDamage" value="0"/>
      <update property="unit.weapon.maxDamage" value="0"/>
      <update property="unit.weapon.noOfAttacks" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="3"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="3"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="2"/>
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    <action type="copyMetaUnit" basedOn="9" id="10016" name="Elite Archers"/>
    <action type="customizeRuleset" elementId="10016">
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    </action>
    <action type="copyMetaUnit" basedOn="9" id="10017" name="Axe Chucker"/>
    <action type="customizeRuleset" elementId="10017">
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      <update property="unit.weapon.usage" value="default"/>
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    <action type="copyMetaUnit" basedOn="6" id="10018" name="King"/>
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    <action type="customizeRuleset" elementId="19">
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      <update property="unit.slotsNeeded" unitId="72" value="2"/>
      <update property="unit.slotsNeeded" unitId="10000" value="2"/>
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    <action type="customizeRuleset" elementId="17">
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      <update property="unit.slotsNeeded" unitId="45" value="2"/>
      <update property="unit.slotsNeeded" unitId="72" value="2"/>
      <update property="unit.slotsNeeded" unitId="10000" value="2"/>
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    <action type="customizeRuleset" elementId="10001">
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      <update property="unit.slotsNeeded" unitId="10000" value="2"/>
      <update property="unit.slotsNeeded" unitId="10003" value="2"/>
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    <action type="customizeRuleset" elementId="10008">
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      <update property="unit.slotsNeeded" unitId="10000" value="2"/>
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      <update property="unit.slotsNeeded" unitId="10012" value="2"/>
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  </setup>
</script>