label="2p - Caves of the Basilisk-Lagre automatisk13"
version="1.6"
completion="running"
campaign_type="multiplayer"
difficulty="NORMAL"
random_seed="3570"
random_calls="0"
next_underlying_unit_id="142"
end_text_duration="0"
[variables]
[/variables]
[replay]
	[command]
		[start]
		[/start]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="mein Deutsch is nicht so gut"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="King_Marco has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="24"
			y="5"
		[/recruit]
		[random]
			value="5021"
		[/random]
		[random]
			value="20688"
		[/random]
		[random]
			value="21894"
		[/random]
		[random]
			value="19752"
		[/random]
		[random]
			value="25832"
		[/random]
		[random]
			value="12772"
		[/random]
		[random]
			value="7592"
		[/random]
		[random]
			value="29665"
		[/random]
		[random]
			value="12180"
		[/random]
		[random]
			value="24721"
		[/random]
		[random]
			value="969"
		[/random]
		[random]
			value="4167"
		[/random]
		[random]
			value="32334"
		[/random]
		[random]
			value="22501"
		[/random]
		[random]
			value="1422"
			[results]
				checksum="8ax-d6b6xp8sjgga3aP72g3e+iBm.jefmffY-+6<ip3<5-4egW6m2lahna90i9fl5a1hh7oj8-<F-<mkj.91>I6ygXo9WjoolcACZdd9b,<-lvi1OF>M69sv8joLJwOp"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="mein schon auch nicht so gut"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="aber ich spreche gern"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="18"
			y="5"
		[/recruit]
		[random]
			value="5734"
		[/random]
		[random]
			value="10827"
		[/random]
		[random]
			value="9609"
		[/random]
		[random]
			value="16826"
		[/random]
		[random]
			value="27484"
		[/random]
		[random]
			value="15367"
		[/random]
		[random]
			value="18621"
		[/random]
		[random]
			value="12328"
		[/random]
		[random]
			value="29747"
		[/random]
		[random]
			value="4191"
		[/random]
		[random]
			value="15719"
		[/random]
		[random]
			value="16986"
		[/random]
		[random]
			value="7503"
		[/random]
		[random]
			value="25906"
		[/random]
		[random]
			value="184"
			[results]
				checksum="<0CL,+MA07qnKSwFonI1LxtPCvyvIJCEpbxFsqwtpJJCxrnKSQUuOzuQTzBNpzqtPasFJDFNwNCmGSzKQuCQHCMwz5BGNz0sHXttHryoCqiuuzfBrmxtBFNypdZF<gDD"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="3"
			x="19"
			y="5"
		[/recruit]
		[random]
			value="21361"
		[/random]
		[random]
			value="21679"
		[/random]
		[random]
			value="19280"
		[/random]
		[random]
			value="1291"
		[/random]
		[random]
			value="6385"
		[/random]
		[random]
			value="3114"
		[/random]
		[random]
			value="3884"
		[/random]
		[random]
			value="29647"
		[/random]
		[random]
			value="12766"
		[/random]
		[random]
			value="21758"
		[/random]
		[random]
			value="12329"
		[/random]
		[random]
			value="31671"
		[/random]
		[random]
			value="16847"
		[/random]
		[random]
			value="30062"
		[/random]
		[random]
			value="2119"
			[results]
				checksum="s68vszkDcAP6A+iACEP7A2muIutTrV-zNi5IwMDsI88+-635<idd<26oh6m2>-p8-0W.oZ8>>6f27lXfl7>9Z2A4b82p.au,,a+31>-PXX2S4+>Y,4gk3GZ9to8lVxJ<"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="3"
			x="23"
			y="5"
		[/recruit]
		[random]
			value="8312"
		[/random]
		[random]
			value="20254"
		[/random]
		[random]
			value="2905"
		[/random]
		[random]
			value="15184"
		[/random]
		[random]
			value="1510"
		[/random]
		[random]
			value="15718"
		[/random]
		[random]
			value="7439"
		[/random]
		[random]
			value="18375"
		[/random]
		[random]
			value="5618"
		[/random]
		[random]
			value="32295"
		[/random]
		[random]
			value="21594"
		[/random]
		[random]
			value="20605"
		[/random]
		[random]
			value="7759"
		[/random]
		[random]
			value="29405"
		[/random]
		[random]
			value="27927"
			[results]
				checksum="s69vszkDcAP6A+iACEP7A2muIutTrV-zNi5IwMDsI88+-635<idd<26oh6m2>-p8-0W.oZ8>>6f27lXfl6>9Z2A4b82p.au,,a+31>-PXX2S4+>Y,4g93GZ9to8iVxJ<"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shagal has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="sharpenough2cut has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="1"
			x="20"
			y="4"
		[/recruit]
		[random]
			value="12184"
		[/random]
		[random]
			value="30924"
		[/random]
		[random]
			value="32027"
		[/random]
		[random]
			value="32216"
		[/random]
		[random]
			value="2643"
		[/random]
		[random]
			value="20924"
		[/random]
		[random]
			value="10783"
		[/random]
		[random]
			value="30095"
		[/random]
		[random]
			value="13351"
		[/random]
		[random]
			value="31128"
		[/random]
		[random]
			value="14799"
		[/random]
		[random]
			value="19195"
		[/random]
		[random]
			value="22449"
		[/random]
		[random]
			value="4047"
		[/random]
		[random]
			value="12263"
			[results]
				checksum="MopsyKA8tq1H+rohkH2DZ9>b7j1h.rkiw1-Fek9X9FajMic5Q3Y959Xncn>g+J0<5+3mY8je7a461,hkFw7d1pgHD0ytJwg>n6zuefoWmmRC,xvlCbQ1htCesyhkpNss"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,20,19,18,17"
			y="4,3,3,2,3"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[recruit]
			value="7"
			x="18"
			y="19"
		[/recruit]
		[random]
			value="27410"
		[/random]
		[random]
			value="16652"
		[/random]
		[random]
			value="14368"
		[/random]
		[random]
			value="17934"
		[/random]
		[random]
			value="26676"
		[/random]
		[random]
			value="28065"
		[/random]
		[random]
			value="27307"
		[/random]
		[random]
			value="6345"
		[/random]
		[random]
			value="30510"
		[/random]
		[random]
			value="22643"
		[/random]
		[random]
			value="23346"
		[/random]
		[random]
			value="19325"
		[/random]
		[random]
			value="3187"
		[/random]
		[random]
			value="25019"
		[/random]
		[random]
			value="28760"
			[results]
				checksum=",Ad3Y5f-Gtmnsp5jHbEoRiVrOCpxE4IDyxOzzQOG.nCLyyGDmUtLNvFrwCUxRLwFwmIsr1QENmxPFHFw.RFKFnqypNQsM8mwoFomIhFlq1.CLW<<ddNv5EsLNHBNzkOI"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="M1LL3R has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[recruit]
			value="1"
			x="19"
			y="20"
		[/recruit]
		[random]
			value="23279"
		[/random]
		[random]
			value="8275"
		[/random]
		[random]
			value="2114"
		[/random]
		[random]
			value="23569"
		[/random]
		[random]
			value="25090"
		[/random]
		[random]
			value="8069"
		[/random]
		[random]
			value="16041"
		[/random]
		[random]
			value="18721"
		[/random]
		[random]
			value="25920"
		[/random]
		[random]
			value="17599"
		[/random]
		[random]
			value="5982"
		[/random]
		[random]
			value="26138"
		[/random]
		[random]
			value="6225"
		[/random]
		[random]
			value="4056"
		[/random]
		[random]
			value="620"
			[results]
				checksum="15,Wfc>cu2lH0olW9-5N-m<e6f60hfabkcij<4>i3h3e2.t0a1f<j870h0k565.Y0>ide2Ki80k.d8da021n<.26Z+40CN5c8b.-X,48K.7v3k3XdJFikGNQwGMoVOFH"
			[/results]
		[/random]
	[/command]
	[command]
		[recruit]
			value="5"
			x="20"
			y="20"
		[/recruit]
		[random]
			value="12138"
		[/random]
		[random]
			value="29567"
		[/random]
		[random]
			value="17408"
		[/random]
		[random]
			value="5039"
		[/random]
		[random]
			value="23228"
		[/random]
		[random]
			value="13885"
		[/random]
		[random]
			value="22770"
		[/random]
		[random]
			value="15258"
		[/random]
		[random]
			value="13304"
		[/random]
		[random]
			value="10186"
		[/random]
		[random]
			value="15296"
		[/random]
		[random]
			value="24330"
		[/random]
		[random]
			value="3934"
		[/random]
		[random]
			value="18619"
		[/random]
		[random]
			value="12994"
			[results]
				checksum="iCp,4nc1oNO<LLyKmJLIEhoF>vyBA6mszOAMDTywuzyODCrTtRLwFwmIsr1QENmxPFHFw.RFKFnqypNKBM8mwoFomIhFlq1.CL-<<ddBfkHDONNHvHQO1I9LGCHpACmL"
			[/results]
		[/random]
	[/command]
	[command]
		[recruit]
			value="7"
			x="24"
			y="19"
		[/recruit]
		[random]
			value="338"
		[/random]
		[random]
			value="5924"
		[/random]
		[random]
			value="1216"
		[/random]
		[random]
			value="26403"
		[/random]
		[random]
			value="21768"
		[/random]
		[random]
			value="18462"
		[/random]
		[random]
			value="1211"
		[/random]
		[random]
			value="26804"
		[/random]
		[random]
			value="7435"
		[/random]
		[random]
			value="5684"
		[/random]
		[random]
			value="866"
		[/random]
		[random]
			value="8269"
		[/random]
		[random]
			value="4314"
		[/random]
		[random]
			value="19253"
		[/random]
		[random]
			value="4689"
			[results]
				checksum=",Ad3Y5f-Gtmsop5jHbEoRiSrOCpxE4IDyxOzzQOG.nCLyyGDmUtLNvFrwCUxRLwFwmIsr1QENmxPFHFw.RFKFnqypNLoM8mwoFomIhFlq1.CLB<<ddNv5EsLNHBNzhOI"
			[/results]
		[/random]
	[/command]
	[command]
		[recruit]
			value="4"
			x="23"
			y="20"
		[/recruit]
		[random]
			value="26142"
		[/random]
		[random]
			value="30019"
		[/random]
		[random]
			value="11001"
		[/random]
		[random]
			value="82"
		[/random]
		[random]
			value="32009"
		[/random]
		[random]
			value="12304"
		[/random]
		[random]
			value="32037"
		[/random]
		[random]
			value="32345"
		[/random]
		[random]
			value="12437"
		[/random]
		[random]
			value="27331"
		[/random]
		[random]
			value="12866"
		[/random]
		[random]
			value="32668"
		[/random]
		[random]
			value="23100"
		[/random]
		[random]
			value="14273"
		[/random]
		[random]
			value="30390"
			[results]
				checksum="rhRteuCn>Im>OtyS+7ckzAuBMm0+Z8dI9a<pk8651Wl8Z5w.cldpBX>77bllckl2Y+5>aaii6<81Akljb2ifil7.WgZ2.h<5-XxS+j>k2403-o4TA9v1-xH1iTk+kX8Y"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="solange2 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Katio has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="21,22,23,24,25"
			y="21,20,20,20,21"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,16,15,14,13,12"
			y="3,3,4,4,4,4"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="18,18,18,17"
			y="5,6,7,8"
		[/move]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="so wie ich"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="TomTom has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,18,17,16,15,14"
			y="5,5,6,6,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shodoo has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,19,18,17,16"
			y="4,5,5,6,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,23,23,23,23,22"
			y="5,6,7,8,9,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,25,26,27,28,29,30,30,30,31"
			y="5,6,5,6,6,7,7,8,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="25,25,25,25,25"
			y="21,20,19,18,17"
		[/move]
	[/command]
	[command]
		[move]
			x="23,24,25,26,27,28"
			y="20,19,19,18,18,17"
		[/move]
	[/command]
	[command]
		[move]
			x="28,29,30,31"
			y="17,17,16,16"
		[/move]
	[/command]
	[command]
		[move]
			x="24,25,26,27,28,29,30"
			y="19,20,20,20,19,20,20"
		[/move]
	[/command]
	[command]
		[move]
			x="18,18,18,19,19,20"
			y="19,18,17,17,16,15"
		[/move]
	[/command]
	[command]
		[move]
			x="20,19,18,17,16,15"
			y="20,20,19,19,19,20"
		[/move]
	[/command]
	[command]
		[move]
			x="19,19,18,18,18,17,16,16"
			y="20,19,18,17,16,16,15,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="2czap has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Stilios has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Emmo has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="14,13,12,12,12"
			y="7,8,8,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,11"
			y="10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Will has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,17,16,15,14,13"
			y="8,7,6,7,7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="AlurianNighthawk has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="16,15,14,13,12"
			y="6,7,7,8,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,13,14,14,15"
			y="4,5,5,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,23,24,25,25,26"
			y="9,9,8,9,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="31,31,31,31,31"
			y="10,9,8,7,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="16,15,14,13,12,11"
			y="14,14,13,13,12,12"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="11"
				y="12"
			[/source]
			[destination]
				x="11"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="18646"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5586"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8437"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="423"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="650"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11055"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="447"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6779"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="2574"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="6310"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22400"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14958"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15540"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4964"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19389"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20286"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21968"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="13615"
			[results]
				chance="60"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5357"
			[results]
				chance="60"
				damage="7"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Will has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Cargaroth has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="15,14,13,12,11"
			y="20,19,19,19,19"
		[/move]
	[/command]
	[command]
		[move]
			x="20,19,18,17,16,15"
			y="15,16,16,16,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="palumax has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="25,25,25,24"
			y="17,18,19,19"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Krumhur has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="31,31,30,30"
			y="16,15,14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="winiar has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="30,29"
			y="13,13"
		[/move]
	[/command]
	[command]
		[move]
			x="29,28,28,27"
			y="13,12,11,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="11"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="27302"
			[results]
				chance="60"
				damage="20"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1728"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3237"
			[results]
				chance="60"
				damage="20"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="elegall has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[recruit]
			value="6"
			x="22"
			y="20"
		[/recruit]
		[random]
			value="4291"
		[/random]
		[random]
			value="29591"
		[/random]
		[random]
			value="3653"
		[/random]
		[random]
			value="28779"
		[/random]
		[random]
			value="92"
		[/random]
		[random]
			value="1674"
		[/random]
		[random]
			value="1642"
		[/random]
		[random]
			value="29248"
		[/random]
		[random]
			value="17485"
		[/random]
		[random]
			value="17831"
		[/random]
		[random]
			value="29323"
		[/random]
		[random]
			value="21176"
		[/random]
		[random]
			value="20632"
		[/random]
		[random]
			value="17137"
		[/random]
		[random]
			value="4717"
			[results]
				checksum="XBfX4cmcHYau810h3t9co8gj2UWo-1,n-62ad7l9i<dX9dX-4o9W2w2-6hZd9kbd.d07gZj2f,ei2ybXfdk5k4Nw>d595,cp6dzgA.Zj4982<j6D1<4M26i7zO.<BEyI"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Enalt has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[recruit]
			value="7"
			x="18"
			y="19"
		[/recruit]
		[random]
			value="9842"
		[/random]
		[random]
			value="19363"
		[/random]
		[random]
			value="871"
		[/random]
		[random]
			value="32645"
		[/random]
		[random]
			value="5278"
		[/random]
		[random]
			value="7653"
		[/random]
		[random]
			value="14728"
		[/random]
		[random]
			value="19624"
		[/random]
		[random]
			value="31714"
		[/random]
		[random]
			value="9300"
		[/random]
		[random]
			value="30931"
		[/random]
		[random]
			value="325"
		[/random]
		[random]
			value="18381"
		[/random]
		[random]
			value="16267"
		[/random]
		[random]
			value="30078"
			[results]
				checksum=",Ad3Y5f-Gtmnrp5jHbEoRiVrOCpxE4IDyxOzzQOG.nCLyyGDmUtLNvFrwCUxRLwFwmIsr1QENmxPFHFw.RFKFnqypNQrM8mwoFomIhFlq1.CLB<<ddNv5EsLNHBNzhOI"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="PsychoticKittens has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Robespierre has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="ehh ich spiele erste mal meine krasnalen"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,12,12,11"
			y="8,8,9,10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="11"
				y="11"
			[/source]
			[destination]
				x="11"
				y="12"
			[/destination]
		[/attack]
		[random]
			value="1986"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Jungulus has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="krasnalen?"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,12,11,10,10"
			y="8,9,10,10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="10"
				y="11"
			[/source]
			[destination]
				x="11"
				y="12"
			[/destination]
		[/attack]
		[random]
			value="28687"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="2236"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1352"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16534"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="27204"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="19359"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Roblin has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="ist das die Zwerge?"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,16,17,18,19,20"
			y="7,6,7,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="AlurianNighthawk has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Bradsy has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="31,30,30,30,29,28,27,26,26"
			y="6,6,7,8,9,9,9,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="10"
			[/source]
			[destination]
				x="27"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="8501"
			[results]
				chance="60"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6928"
			[results]
				chance="50"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10014"
			[results]
				chance="60"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="32137"
			[results]
				chance="50"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Undertaker has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="ach ja.. die Zwerge :)"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="aha"
			side="2"
		[/speak]
	[/command]
	[command]
		[move]
			x="30,30,30,30,30,30,30"
			y="20,19,18,17,16,15,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Dog has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="erni has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="iowaforever has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="27,28,29"
			y="11,11,12"
		[/move]
	[/command]
	[command]
		[move]
			x="29,29"
			y="12,13"
		[/move]
	[/command]
	[command]
		[move]
			x="29,30,31,31,31"
			y="13,13,14,15,16"
		[/move]
	[/command]
	[command]
		[move]
			x="24,25,26,27,28,29"
			y="19,19,18,18,17,17"
		[/move]
	[/command]
	[command]
		[move]
			x="31,31,30"
			y="16,17,17"
		[/move]
	[/command]
	[command]
		[move]
			x="22,21,21,21,21,21,21,21"
			y="20,20,19,18,17,16,15,14"
		[/move]
	[/command]
	[command]
		[move]
			x="11,12,13,14"
			y="12,12,13,13"
		[/move]
	[/command]
	[command]
		[move]
			x="14,15,16"
			y="13,14,14"
		[/move]
	[/command]
	[command]
		[move]
			x="15,15"
			y="15,14"
		[/move]
	[/command]
	[command]
		[move]
			x="15,15"
			y="14,13"
		[/move]
	[/command]
	[command]
		[move]
			x="11,12,12,13"
			y="19,18,17,17"
		[/move]
	[/command]
	[command]
		[move]
			x="18,17,17,16,16,15"
			y="19,19,18,17,16,16"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Bruce has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="bnf has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Fruitedge has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,20,20,20,21"
			y="7,6,5,4,4"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="0"
			x="24"
			y="5"
		[/recruit]
		[random]
			value="6030"
		[/random]
		[random]
			value="1578"
		[/random]
		[random]
			value="32100"
		[/random]
		[random]
			value="7034"
		[/random]
		[random]
			value="3866"
		[/random]
		[random]
			value="32514"
		[/random]
		[random]
			value="29088"
		[/random]
		[random]
			value="10934"
		[/random]
		[random]
			value="1235"
		[/random]
		[random]
			value="32208"
		[/random]
		[random]
			value="30352"
		[/random]
		[random]
			value="13335"
		[/random]
		[random]
			value="19290"
		[/random]
		[random]
			value="122"
		[/random]
		[random]
			value="28945"
			[results]
				checksum="F<juxQ8q-vqhtpPuqvoeBIvxzyqxRKaVOEMsRHPLsxrnKSQUuPzuQTzBNpzqtPasFJDFNwNCmGSzKQuCQKCMwz5BGNz0sHXttHryoCqiuuzfBrmxtBFSypdZF<grEJR6"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Big_Chief_Benrah has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Devin has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="3"
			x="23"
			y="5"
		[/recruit]
		[random]
			value="8571"
		[/random]
		[random]
			value="19763"
		[/random]
		[random]
			value="6803"
		[/random]
		[random]
			value="2759"
		[/random]
		[random]
			value="4962"
		[/random]
		[random]
			value="1883"
		[/random]
		[random]
			value="30148"
		[/random]
		[random]
			value="12412"
		[/random]
		[random]
			value="32685"
		[/random]
		[random]
			value="8321"
		[/random]
		[random]
			value="11646"
		[/random]
		[random]
			value="10246"
		[/random]
		[random]
			value="17444"
		[/random]
		[random]
			value="15387"
		[/random]
		[random]
			value="24818"
			[results]
				checksum="s6jvszkDcAP6A+iACEP7A2muIutTrV-zNi5IwMDsI88+-635<idd<26oh6m2>-p8-0W.oZ8>>6f27lXflk>9Z2A4b82p.au,,a+31>-PXX2S4+>Y,4gk3GZ9to8lVxJ<"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,12,13,14"
			y="11,11,12,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="14"
				y="12"
			[/source]
			[destination]
				x="15"
				y="13"
			[/destination]
		[/attack]
		[random]
			value="9127"
			[results]
				chance="50"
				damage="18"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30024"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Raidon has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,11"
			y="11,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,25,24,24,23,23,22"
			y="10,10,10,11,12,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="22"
				y="13"
			[/source]
			[destination]
				x="21"
				y="14"
			[/destination]
		[/attack]
		[random]
			value="7371"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12703"
			[results]
				chance="50"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3258"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="11876"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8624"
			[results]
				chance="50"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="29,28,27,26,25,24"
			y="17,17,18,18,19,19"
		[/move]
	[/command]
	[command]
		[recruit]
			value="6"
			x="22"
			y="20"
		[/recruit]
		[random]
			value="21836"
		[/random]
		[random]
			value="15853"
		[/random]
		[random]
			value="5466"
		[/random]
		[random]
			value="24340"
		[/random]
		[random]
			value="17944"
		[/random]
		[random]
			value="26596"
		[/random]
		[random]
			value="21412"
		[/random]
		[random]
			value="23531"
		[/random]
		[random]
			value="25522"
		[/random]
		[random]
			value="8442"
		[/random]
		[random]
			value="2037"
		[/random]
		[random]
			value="24704"
		[/random]
		[random]
			value="12447"
		[/random]
		[random]
			value="27763"
		[/random]
		[random]
			value="18452"
			[results]
				checksum="XBfX4cmdHYau810h3t9co8gj2UWo-1,n-62ad7l9i<dX9dX-4o9W2w2-6hZd9kbd.d07gZj2f,ep7ybXfdk5k4Nw>d595,cp6dzgA.Zj4982<j6D1<4M26i7zO.<CByI"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Jaunty_Jackalope has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="21,21,22,23,23"
			y="14,15,15,15,14"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="23"
				y="14"
			[/source]
			[destination]
				x="22"
				y="13"
			[/destination]
		[/attack]
		[random]
			value="5245"
			[results]
				chance="50"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16496"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12424"
			[results]
				chance="50"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="25091"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="26307"
			[results]
				chance="50"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="30,29,28,28,28,27"
			y="14,14,13,12,11,11"
		[/move]
	[/command]
	[command]
		[move]
			x="27,26"
			y="11,10"
		[/move]
	[/command]
	[command]
		[move]
			x="30,30,30,30,30,30,30,30,31"
			y="17,16,15,14,13,12,11,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="skorm has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[recruit]
			value="3"
			x="18"
			y="19"
		[/recruit]
		[random]
			value="26411"
		[/random]
		[random]
			value="22591"
		[/random]
		[random]
			value="19814"
		[/random]
		[random]
			value="32123"
		[/random]
		[random]
			value="17553"
		[/random]
		[random]
			value="6014"
		[/random]
		[random]
			value="23450"
		[/random]
		[random]
			value="30796"
		[/random]
		[random]
			value="18459"
		[/random]
		[random]
			value="1070"
		[/random]
		[random]
			value="13798"
		[/random]
		[random]
			value="30103"
		[/random]
		[random]
			value="25575"
		[/random]
		[random]
			value="19715"
		[/random]
		[random]
			value="250"
			[results]
				checksum="eKEMoMtJ2Sm2IxNK-ruIvyJD8uFQquOORqLQAKsDuHBwnqvBFyQvVsL8qHTmQQNRqrWuTuTxDUyNDPxfDLuyOcqNHBnCR5lymlS<1Ip648,gYgdg-Lb7,b2<2j86+4eh"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="hbobenicio has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shine has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="15,15,16,16,16,16"
			y="13,14,14,15,16,17"
		[/move]
	[/command]
	[command]
		[move]
			x="16,16,17,18,19,20"
			y="14,15,16,16,16,15"
		[/move]
	[/command]
	[command]
		[move]
			x="15,15,16"
			y="16,15,14"
		[/move]
	[/command]
	[command]
		[move]
			x="13,12,12,11"
			y="17,17,18,19"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="14,15,15"
			y="12,13,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="15"
				y="14"
			[/source]
			[destination]
				x="16"
				y="14"
			[/destination]
		[/attack]
		[random]
			value="16980"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="2982"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,11,12,12"
			y="11,12,12,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="wsx_ has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Jebaka16 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24,25,25,26"
			y="5,6,7,8,9,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="9"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="23074"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32733"
			[results]
				chance="40"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="23020"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15241"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32114"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14953"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="wielange hast du Wesnoth gespielt"
			side="2"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="?"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="24"
			y="5"
		[/recruit]
		[random]
			value="4645"
		[/random]
		[random]
			value="21563"
		[/random]
		[random]
			value="2056"
		[/random]
		[random]
			value="4582"
		[/random]
		[random]
			value="2604"
		[/random]
		[random]
			value="3756"
		[/random]
		[random]
			value="27746"
		[/random]
		[random]
			value="14348"
		[/random]
		[random]
			value="29533"
		[/random]
		[random]
			value="16495"
		[/random]
		[random]
			value="3669"
		[/random]
		[random]
			value="11969"
		[/random]
		[random]
			value="29397"
		[/random]
		[random]
			value="11135"
		[/random]
		[random]
			value="21501"
			[results]
				checksum="8ax-d6b6wp8sjgga3aP72g3e+iBm.jefmffY-+6<ip3<5-4egW6m2lahna90i9fl5a1hh7oj8-<FY1mkj.91>I6ygXo9WjoolcACZdd9b,<-lvi1OF>M69sv8joLJrRp"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="goku94 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,24,25,26,27,28"
			y="5,4,5,5,6,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,22,23,24,25,26"
			y="4,4,5,5,6,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Krokba has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="16,16,16,15"
			y="17,18,19,20"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="eine monat.. aber ich spiele nicht so viel"
			side="1"
		[/speak]
	[/command]
	[command]
		[move]
			x="18,18,17,17,16"
			y="19,18,18,17,16"
		[/move]
	[/command]
	[command]
		[move]
			x="22,21,21,21,21,21,21"
			y="20,20,19,18,17,16,15"
		[/move]
	[/command]
	[command]
		[recruit]
			value="5"
			x="18"
			y="19"
		[/recruit]
		[random]
			value="20884"
		[/random]
		[random]
			value="21996"
		[/random]
		[random]
			value="23799"
		[/random]
		[random]
			value="14090"
		[/random]
		[random]
			value="6375"
		[/random]
		[random]
			value="10753"
		[/random]
		[random]
			value="32208"
		[/random]
		[random]
			value="11133"
		[/random]
		[random]
			value="11225"
		[/random]
		[random]
			value="16522"
		[/random]
		[random]
			value="27483"
		[/random]
		[random]
			value="29107"
		[/random]
		[random]
			value="17913"
		[/random]
		[random]
			value="24619"
		[/random]
		[random]
			value="9654"
			[results]
				checksum="jup,4nc1oNO1LLyKmJLIEhoF>vyBA6mszOAMDTywuzyODCrTtRLwFwmIsr1QENmxPFHFw.RFKFnqypNLtM8mwoFomIhFlq1.CLW<<ddBfkHDONNHvHQO1I9LGCHpACmL"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="knightheaven has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="und du"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="sjrs456 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="31,31,30,30,30,30,30,31"
			y="10,11,11,12,13,14,15,16"
		[/move]
	[/command]
	[command]
		[move]
			x="26,27,28,28,29,29,30"
			y="10,11,11,12,13,14,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="nini has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="16"
				y="14"
			[/source]
			[destination]
				x="15"
				y="14"
			[/destination]
		[/attack]
		[random]
			value="30329"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17818"
			[results]
				chance="40"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16223"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5378"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4225"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Ankjell has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="bluey has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="23,23"
			y="14,13"
		[/move]
	[/command]
	[command]
		[move]
			x="23,23"
			y="13,12"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,14,13,12,12,11"
			y="14,13,13,12,11,11"
		[/move]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="wirklich, nur eine Monat?"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="ja"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="tishbe has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,12,12,12"
			y="13,12,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,27"
			y="9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="27,28,29,30,31"
			y="10,9,10,9,10"
		[/move]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="dann bist du schon gut"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24"
			y="5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Privat has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24,25,26,26"
			y="6,7,8,9,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="28,29,29,30,31"
			y="6,7,8,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,25,24,23,22,21"
			y="6,6,5,5,4,4"
		[/move]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="ich habe Wesnoth seit 2 Jahren gespielt"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="3"
			x="18"
			y="5"
		[/recruit]
		[random]
			value="23665"
		[/random]
		[random]
			value="18613"
		[/random]
		[random]
			value="30445"
		[/random]
		[random]
			value="19694"
		[/random]
		[random]
			value="15331"
		[/random]
		[random]
			value="9035"
		[/random]
		[random]
			value="31404"
		[/random]
		[random]
			value="3184"
		[/random]
		[random]
			value="3424"
		[/random]
		[random]
			value="11788"
		[/random]
		[random]
			value="20225"
		[/random]
		[random]
			value="23267"
		[/random]
		[random]
			value="17386"
		[/random]
		[random]
			value="6144"
		[/random]
		[random]
			value="3751"
			[results]
				checksum="s5bvszkDcAP6A+iACEP7A2muIutTrV-zNi5IwMDsI88+-635<idd<26oh6m2>-p8-0W.oZ8>>6f27lXfmc>9Z2A4b82p.au,,a+31>-PXX2S4+>Y,4g93GZ9to8lVxJ<"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="xenon has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message="nicht so viel, doch"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="wow"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="mnewton1 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="23,22"
			y="12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="angryfish has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="22,22,22"
			y="11,10,9"
		[/move]
	[/command]
	[command]
		[move]
			x="21,20,20,19,19"
			y="15,14,13,13,12"
		[/move]
	[/command]
	[command]
		[move]
			x="18,18,18,17,17,16"
			y="19,18,17,17,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Iblis has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="20,19,18,17,16,15,15,14,14"
			y="15,16,16,16,15,15,14,13,12"
		[/move]
	[/command]
	[command]
		[move]
			x="16,15,14,14,14"
			y="14,14,13,12,11"
		[/move]
	[/command]
	[command]
		[move]
			x="16,16,16,15,14"
			y="16,15,14,14,13"
		[/move]
	[/command]
	[command]
		[move]
			x="11,11,11,11,12"
			y="19,18,17,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Cairath has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="12,13"
			y="15,15"
		[/move]
	[/command]
	[command]
		[move]
			x="15,15,15,16,16,15"
			y="20,19,18,17,16,16"
		[/move]
	[/command]
	[command]
		[recruit]
			value="1"
			x="18"
			y="19"
		[/recruit]
		[random]
			value="20387"
		[/random]
		[random]
			value="7949"
		[/random]
		[random]
			value="22572"
		[/random]
		[random]
			value="24620"
		[/random]
		[random]
			value="29124"
		[/random]
		[random]
			value="13603"
		[/random]
		[random]
			value="25538"
		[/random]
		[random]
			value="2591"
		[/random]
		[random]
			value="27401"
		[/random]
		[random]
			value="19515"
		[/random]
		[random]
			value="23807"
		[/random]
		[random]
			value="3352"
		[/random]
		[random]
			value="5968"
		[/random]
		[random]
			value="9232"
		[/random]
		[random]
			value="19139"
			[results]
				checksum="15,Wfc>cu2lH0olW9-5N-m<e6f60hfabkcij<4>i3h3e2.t0a1f<j870h0k565.Y0>ide2Ki80k.d8da021n<.26Z+40CN5c8b.-X,48K.7v3k3XdJFikGNQwGMoVOFH"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="xivarmy has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="31,31,31,31,31,30"
			y="16,17,18,19,20,20"
		[/move]
	[/command]
	[command]
		[move]
			x="30,30,31"
			y="14,15,16"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shodoo has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Bowflan has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26,25,24,23"
			y="10,9,9,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="23"
				y="9"
			[/source]
			[destination]
				x="22"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="4989"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32724"
			[results]
				chance="50"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15364"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32400"
			[results]
				chance="50"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10657"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,22,22,22,22,22"
			y="4,4,5,6,7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="22"
				y="8"
			[/source]
			[destination]
				x="22"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="20444"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="30745"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22176"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19507"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="9210"
			[results]
				chance="40"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12082"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="31,30,29,28,27,26"
			y="9,9,10,10,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Amos has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="glen has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="morkyyy has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="18,18,18,17"
			y="5,6,7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Quetzalcoatl has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="14,13,13,12"
			y="13,13,12,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="12"
				y="11"
			[/source]
			[destination]
				x="11"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="1191"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="24250"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="28372"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20476"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="14,13,12,11"
			y="11,12,12,12"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="11"
				y="12"
			[/source]
			[destination]
				x="11"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="17232"
			[results]
				chance="50"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="8242"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="7154"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="28910"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4173"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shodoo1 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="13,13,13,13,13"
			y="15,14,13,12,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="13"
				y="11"
			[/source]
			[destination]
				x="12"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="17635"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="2254"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14389"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12786"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="phx-rising has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="14,13,12,11"
			y="12,13,13,13"
		[/move]
	[/command]
	[command]
		[move]
			x="16,16,15,14,14,13"
			y="15,14,14,13,12,12"
		[/move]
	[/command]
	[command]
		[move]
			x="15,15,15,14,14,14"
			y="16,15,14,13,12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="mnewton1 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="22,22"
			y="9,10"
		[/move]
	[/command]
	[command]
		[move]
			x="19,20,20,21,22"
			y="12,11,10,10,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="22"
				y="9"
			[/source]
			[destination]
				x="23"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="88"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8560"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="3568"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21329"
			[results]
				chance="40"
				damage="13"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="2513"
			[results]
				chance="50"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="22,21"
			y="10,11"
		[/move]
	[/command]
	[command]
		[move]
			x="24,23,22,21"
			y="19,20,20,21"
		[/move]
	[/command]
	[command]
		[recruit]
			value="7"
			x="24"
			y="19"
		[/recruit]
		[random]
			value="6769"
		[/random]
		[random]
			value="19970"
		[/random]
		[random]
			value="19488"
		[/random]
		[random]
			value="13576"
		[/random]
		[random]
			value="1916"
		[/random]
		[random]
			value="969"
		[/random]
		[random]
			value="8790"
		[/random]
		[random]
			value="256"
		[/random]
		[random]
			value="6146"
		[/random]
		[random]
			value="21546"
		[/random]
		[random]
			value="3481"
		[/random]
		[random]
			value="839"
		[/random]
		[random]
			value="14654"
		[/random]
		[random]
			value="7047"
		[/random]
		[random]
			value="19601"
			[results]
				checksum=",Ad3Y5f-Gtmnsp5jHbEoRiVrOCpxE4IDyxOzzQOG.nCLyyGDmUtLNvFrwCUxRLwFwmIsr1QENmxPFHFw.RFKFnqypNQsM8mwoFomIhFlq1.CLW<<ddNv5EsLNHBNzkOI"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="30,30,30"
			y="20,19,18"
		[/move]
	[/command]
	[command]
		[move]
			x="30,30,30,30"
			y="18,17,16,15"
		[/move]
	[/command]
	[command]
		[move]
			x="30,30"
			y="15,16"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26"
			y="10,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,24,25,26,26"
			y="9,8,9,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="DrDabic has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="22"
				y="8"
			[/source]
			[destination]
				x="22"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="17902"
			[results]
				chance="40"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17767"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10478"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="6830"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="29515"
			[results]
				chance="40"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26317"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,25,24,23"
			y="9,9,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="23"
				y="9"
			[/source]
			[destination]
				x="22"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="14173"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="31591"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20888"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14985"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12655"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21126"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6342"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17574"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="25639"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22984"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="28140"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="29641"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21807"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10199"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21416"
			[results]
				chance="40"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1829"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26012"
			[results]
				chance="40"
				damage="4"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="himero has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[label]
			colour="46,65,155,0"
			text="Fish King"
			visible_in_fog="yes"
			x="21"
			y="11"
		[/label]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="NOFX has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,12,12,12,13"
			y="10,9,8,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,11,11,11,11,12"
			y="11,10,9,8,7,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="31,31,31,32"
			y="10,11,12,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="18,18,18,17,16,16,15,15,14"
			y="19,18,17,17,16,15,15,14,13"
		[/move]
	[/command]
	[command]
		[move]
			x="21,21,22"
			y="11,10,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="22"
				y="9"
			[/source]
			[destination]
				x="23"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="10307"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14977"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="15296"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="24384"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="29306"
			[results]
				chance="70"
				damage="6"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[choose]
			value="0"
		[/choose]
	[/command]
	[command]
		[move]
			x="30,30,30,29,29,28,28,27"
			y="16,15,14,14,13,12,11,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="11"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="19539"
			[results]
				chance="50"
				damage="25"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="31,31,30,30,29"
			y="16,15,14,13,13"
		[/move]
	[/command]
	[command]
		[move]
			x="29,30"
			y="13,12"
		[/move]
	[/command]
	[command]
		[move]
			x="24,25,26,27,28"
			y="19,19,18,18,17"
		[/move]
	[/command]
	[command]
		[move]
			x="28,29"
			y="17,17"
		[/move]
	[/command]
	[command]
		[recruit]
			value="1"
			x="24"
			y="19"
		[/recruit]
		[random]
			value="31451"
		[/random]
		[random]
			value="26130"
		[/random]
		[random]
			value="24125"
		[/random]
		[random]
			value="7480"
		[/random]
		[random]
			value="11004"
		[/random]
		[random]
			value="7685"
		[/random]
		[random]
			value="15009"
		[/random]
		[random]
			value="25496"
		[/random]
		[random]
			value="3203"
		[/random]
		[random]
			value="1469"
		[/random]
		[random]
			value="24522"
		[/random]
		[random]
			value="23398"
		[/random]
		[random]
			value="31355"
		[/random]
		[random]
			value="6639"
		[/random]
		[random]
			value="28204"
			[results]
				checksum="14,Wfc>cu2lH0olW9-5N-m<e6f60hfabkcij<4>i3h3e2.t0a1f<j870h0k565.Y0>ide2Hi80k.d8da021n<.26Z+40CN5c8b.-X,48K.7v3f3XdJFikGNVwGMoVOFH"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="21,22,23,24,25,26"
			y="21,20,20,19,19,18"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="ivanho has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="13,13,12,12,12,13"
			y="12,11,10,9,8,8"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="13"
				y="8"
			[/source]
			[destination]
				x="13"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="19732"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="9905"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12498"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32158"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="13,12,12,12,12"
			y="11,10,9,8,7"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="12"
				y="7"
			[/source]
			[destination]
				x="13"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="7304"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="29691"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="3315"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="8083"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="14,13,12,12,12"
			y="11,11,10,9,8"
		[/move]
	[/command]
	[command]
		[move]
			x="12,11,11,11,11"
			y="11,11,10,9,8"
		[/move]
	[/command]
	[command]
		[move]
			x="11,11,11,11"
			y="12,11,10,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="pampkenpai has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="11,11,11,11,11,11,11"
			y="13,12,11,10,9,8,7"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="11"
				y="7"
			[/source]
			[destination]
				x="12"
				y="6"
			[/destination]
		[/attack]
		[random]
			value="6729"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1454"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="8533"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4792"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="1167"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Bastion has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shodoo1 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,17,16,15,14"
			y="8,7,6,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="14"
				y="7"
			[/source]
			[destination]
				x="13"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="8440"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="8082"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14736"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30820"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16281"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="7436"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17587"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21011"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="9961"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="22949"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22349"
			[results]
				chance="60"
				damage="4"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,13"
			y="7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="13"
				y="8"
			[/source]
			[destination]
				x="12"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="5729"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1068"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="28539"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5285"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,13"
			y="6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="13"
				y="7"
			[/source]
			[destination]
				x="12"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="22720"
			[results]
				chance="60"
				damage="18"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,23,24,25,25,26"
			y="8,8,8,9,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="10"
			[/source]
			[destination]
				x="27"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="24005"
			[results]
				chance="60"
				damage="9"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21831"
			[results]
				chance="50"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21265"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8296"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="642"
			[results]
				chance="60"
				damage="9"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Wargon has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="32,32,31,30,29,28"
			y="12,11,11,10,11,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="28"
				y="11"
			[/source]
			[destination]
				x="27"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="7738"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="9221"
			[results]
				chance="70"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4656"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30330"
			[results]
				chance="70"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="32515"
			[results]
				chance="60"
				damage="6"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Schweinegrippe has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="30,30,30,31"
			y="12,11,10,10"
		[/move]
	[/command]
	[command]
		[move]
			x="29,30,30,30,29,28"
			y="17,16,15,14,14,13"
		[/move]
	[/command]
	[command]
		[move]
			x="24,25,26,27,28,29,30,30,30,29"
			y="19,19,18,18,17,17,16,15,14,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Bardek has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="11,11,11"
			y="9,10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Master has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="12"
				y="8"
			[/source]
			[destination]
				x="13"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="1442"
			[results]
				chance="70"
				damage="4"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="14,14,14,13,12,12,12,12"
			y="13,12,11,11,10,9,8,7"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="12"
				y="7"
			[/source]
			[destination]
				x="13"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="19211"
			[results]
				chance="70"
				damage="6"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="11,12,12,13,14"
			y="8,7,6,6,6"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="14"
				y="6"
			[/source]
			[destination]
				x="14"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="30076"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="7122"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12150"
			[results]
				chance="70"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3101"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6515"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17648"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="19401"
			[results]
				chance="70"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5449"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="7760"
			[results]
				chance="70"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30061"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="19986"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="25337"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11534"
			[results]
				chance="70"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11684"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="13996"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16032"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22939"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="734"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26661"
			[results]
				chance="70"
				damage="10"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="t3m0 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="11,12,13,14,15,16,17,17,17"
			y="7,6,6,5,5,5,5,4,3"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="jefferson has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="22,21,21"
			y="9,9,8"
		[/move]
	[/command]
	[command]
		[move]
			x="21,21,22"
			y="8,9,9"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26,26,26,26,26"
			y="10,9,8,7,6,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="28,27,26"
			y="11,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="smoh has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="pie has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="14,15,16,17,17"
			y="6,7,6,7,8"
		[/move]
	[/command]
	[command]
		[move]
			x="12,12,12,12,12"
			y="8,7,6,5,4"
		[/move]
	[/command]
	[command]
		[move]
			x="12,13,14,15,16,17,18,19,20"
			y="7,7,6,6,5,5,4,4,4"
		[/move]
	[/command]
	[command]
		[move]
			x="11,12,12,12,13,14"
			y="11,10,9,8,8,7"
		[/move]
	[/command]
	[command]
		[move]
			x="22,21,21,21,21,21,21"
			y="9,9,8,7,6,5,4"
		[/move]
	[/command]
	[command]
		[move]
			x="17,18,19,20,21,22,23,24"
			y="3,3,4,4,5,5,5,5"
		[/move]
	[/command]
	[command]
		[move]
			x="29,29,28,28,28,28,27,26"
			y="14,13,12,11,10,9,9,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="9"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="8618"
			[results]
				chance="50"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="27194"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="1701"
			[results]
				chance="50"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12138"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12523"
			[results]
				chance="50"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="24048"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="28,28,27,27"
			y="13,12,12,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="11"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="331"
			[results]
				chance="50"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15196"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="31894"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16900"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17378"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="25099"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Blacky has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="31,30,29,28,27"
			y="10,10,10,10,10"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="10"
			[/source]
			[destination]
				x="26"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="12328"
			[results]
				chance="50"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Rage_warsong has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="26,25,24"
			y="18,19,19"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="ups :)"
			side="1"
		[/speak]
	[/command]
	[command]
		[recruit]
			value="4"
			x="23"
			y="20"
		[/recruit]
		[random]
			value="9926"
		[/random]
		[random]
			value="3027"
		[/random]
		[random]
			value="22846"
		[/random]
		[random]
			value="27900"
		[/random]
		[random]
			value="10423"
		[/random]
		[random]
			value="4051"
		[/random]
		[random]
			value="19972"
		[/random]
		[random]
			value="12686"
		[/random]
		[random]
			value="651"
		[/random]
		[random]
			value="23287"
		[/random]
		[random]
			value="29947"
		[/random]
		[random]
			value="27846"
		[/random]
		[random]
			value="25807"
		[/random]
		[random]
			value="2983"
		[/random]
		[random]
			value="8885"
			[results]
				checksum="KcwfALHN1AKcptV75qVBLNNDjB+ho.t0,fnp91.7>Yl1cF7<01e5yd,9+0e3j4jcb6cifadb1-67Hf37b2ifil7.WgZ2.h<5-XxS+j>k2403-p8TA9v9PQDp80F<<>10"
			[/results]
		[/random]
	[/command]
	[command]
		[recruit]
			value="4"
			x="22"
			y="20"
		[/recruit]
		[random]
			value="23122"
		[/random]
		[random]
			value="20354"
		[/random]
		[random]
			value="23891"
		[/random]
		[random]
			value="13551"
		[/random]
		[random]
			value="3936"
		[/random]
		[random]
			value="28397"
		[/random]
		[random]
			value="2963"
		[/random]
		[random]
			value="11245"
		[/random]
		[random]
			value="12140"
		[/random]
		[random]
			value="24820"
		[/random]
		[random]
			value="6978"
		[/random]
		[random]
			value="14044"
		[/random]
		[random]
			value="7920"
		[/random]
		[random]
			value="9910"
		[/random]
		[random]
			value="15693"
			[results]
				checksum="rhRteuCm>Im>OtyS+7ckzAuBMm0+Z8dI9a<pk8651Wl8Z5w.cldpBX>77bllckl2Y+5>aaii6<81mkljb2ifil7.WgZ2.h<5-XxS+j>k2403-p8TA9v1-xH1iTk+k58Y"
			[/results]
		[/random]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		undo="no"
		[speak]
			id="Gauteamus"
			message=":-)"
			side="2"
		[/speak]
	[/command]
	[command]
		[move]
			x="23,24,25,26,27,28,29,30,30"
			y="20,19,19,18,18,17,17,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="LordMaryn"
			message="go"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="ptlox has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="22,23,24,25,26,27,28,29,30"
			y="20,20,19,19,18,18,17,17,16"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Janitor has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="20,21,22,23,24,25,26"
			y="4,5,4,4,3,4,4"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="4"
			[/source]
			[destination]
				x="26"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="15852"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17507"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="13744"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="783"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16791"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4809"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="26,26,26,27,28,28,27"
			y="9,8,7,7,6,5,5"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="5"
			[/source]
			[destination]
				x="26"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="30703"
			[results]
				chance="30"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12541"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="18513"
			[results]
				chance="30"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1457"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11055"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="7728"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="24,24,25,26,27,27"
			y="5,6,7,7,7,6"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="27"
				y="6"
			[/source]
			[destination]
				x="26"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="21762"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="3759"
			[results]
				chance="60"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="13594"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="25167"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="18733"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21472"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="27,27,26,26,25,25"
			y="10,9,8,7,7,6"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="25"
				y="6"
			[/source]
			[destination]
				x="26"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="6147"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="shine has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="27,26,26,26,26,26"
			y="11,10,9,8,7,6"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="6"
			[/source]
			[destination]
				x="26"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="9242"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="28309"
			[results]
				chance="60"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12130"
			[results]
				chance="30"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="27570"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="22020"
			[results]
				chance="30"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="2483"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="tetelin has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="17,18,19,20"
			y="8,7,7,6"
		[/move]
	[/command]
	[command]
		[move]
			x="14,15,16,17,18,19"
			y="7,7,6,6,5,5"
		[/move]
	[/command]
	[command]
		[move]
			x="12,13,14,15,16,17"
			y="4,5,5,6,6,7"
		[/move]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="26"
				y="5"
			[/source]
			[destination]
				x="27"
				y="5"
			[/destination]
		[/attack]
		[random]
			value="24446"
			[results]
				chance="60"
				damage="8"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
[/replay]
[snapshot]
	campaign_type="multiplayer"
	completion="running"
	current_tod="0"
	description="These caves were once the lair of Chak'kso Ney'yks, a legendary Elder Basilisk. The petrified forms of his victims remain as monuments to his savage power."
	difficulty="NORMAL"
	end_text_duration="0"
	experience_modifier="70"
	hash="McPgEzp.LJt7h.t1Qr.c0wdN6DSMrFSDz4LpPy.MjaHg-SJ4NO6RN7,AJkIOwBZE.K6Gt>F,tbOGluI+4Fgcg7SDu,wQihAGrihF1c3lurN0vQXAvq<LoFHYPrX2RHE1"
	id="multiplayer_Basilisk"
	label="2p - Caves of the Basilisk"
	map_data="border_size=1
usage=map

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"
	mp_countdown="no"
	mp_countdown_action_bonus="13"
	mp_countdown_init_time="270"
	mp_countdown_reservoir_time="330"
	mp_countdown_turn_bonus="60"
	mp_fog="yes"
	mp_shroud="no"
	mp_use_map_settings="yes"
	mp_village_gold="2"
	name="2p - Caves of the Basilisk"
	next_underlying_unit_id="142"
	objectives="Victory:
@Defeat enemy leader(s)"
	observer="yes"
	playing_team="1"
	random_calls="0"
	random_seed="3570"
	random_start_time="no"
	snapshot="yes"
	turn_at="13"
	turns="-1"
	unit_wml_ids="Armageddon Drake,Cavalryman,Direwolf Rider,Dwarvish Fighter,Dwarvish Guardsman,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Ulfserker,Elder Wose,Elvish Marksman,Grand Knight,Grand Marshal,Gryphon Rider,Heavy Infantryman,Horseman,Iron Mauler,Mage,Mermaid Siren,Merman Fighter,Merman Warrior,Naga Myrmidon,Pikeman,Saurian Flanker,Saurian Oracle,Sea Serpent,Sky Drake,Spearman,era_events"
	version="1.6"
	[side]
		action_bonus_count="10"
		aggression="0.5"
		allow_player="yes"
		caution="0.25"
		colour="1"
		controller="network"
		countdown_time="0"
		current_player="LordMaryn"
		disallow_observers="no"
		fog="yes"
		global_recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
		gold="70"
		hidden="no"
		id="LordMaryn1"
		income="0"
		leader_value="3"
		name="LordMaryn"
		no_leader="yes"
		number_of_possible_recruits_to_force_recruit="3.1"
		objectives="Victory:
@Defeat enemy leader(s)"
		objectives_changed="yes"
		recruit="Dwarvish Fighter,Dwarvish Guardsman,Dwarvish Thunderer,Dwarvish Ulfserker,Footpad,Gryphon Rider,Poacher,Thief"
		recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
		save_id="LordMaryn1"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="1"
		start_gold="100"
		team_name="north"
#textdomain wesnoth-multiplayer
		user_team_name=_ "teamname^North"
		village_gold="2"
		village_value="1"
		villages_per_scout="8"
		[ai]
			recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
		[village]
			x="26"
			y="10"
		[/village]
		[village]
			x="31"
			y="6"
		[/village]
		[unit]
			advances_to="Dwarvish Lord"
			alignment="neutral"
			allow_changes="yes"
			allow_player="yes"
			alpha="256"
			attacks_left="0"
			canrecruit="yes"
			colour="1"
			controller="network"
			cost="32"
			current_player="LordMaryn"
			die_sound="dwarf-die-1.ogg,dwarf-die-2.ogg"
			experience="16"
			facing="ne"
			flag_rgb="magenta"
			flying="no"
			fog="yes"
			gender="male"
			gold="100"
			goto_x="-999"
			goto_y="-999"
			hitpoints="22"
			id="LordMaryn1"
			image="units/dwarves/steelclad.png"
			income="0"
#textdomain wesnoth-units
			language_name=_ "Dwarvish Steelclad"
			leader="Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper"
			level="2"
			max_attacks="1"
			max_experience="52"
			max_hitpoints="56"
			max_moves="5"
			movement="4"
			movement_type="dwarvishfoot"
			moves="0"
			mp_countdown="no"
			mp_countdown_action_bonus="13"
			mp_countdown_init_time="270"
			mp_countdown_reservoir_time="330"
			mp_countdown_turn_bonus="60"
			name="LordMaryn"
			profile="portraits/dwarves/fighter.png"
			race="dwarf"
			random_leader="Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper"
			random_traits="no"
			recruit="Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider"
			resting="no"
			save_id="LordMaryn1"
			share_maps="no"
			share_view="yes"
			shroud="no"
			side="1"
			team_name="north"
			terrain_liked="Hh, Ha, Mm"
			type="Dwarvish Steelclad"
			undead_variation="dwarf"
			underlying_id="104"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			user_team_name="wesnoth-multiplayerteamname^North"
			village_gold="2"
			x="26"
			y="5"
			zoc="yes"
			[portrait]
				image="portraits/dwarves/transparent/fighter.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/dwarves/transparent/fighter.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[defense]
				castle="40"
				cave="50"
				deep_water="80"
				flat="70"
				forest="70"
				frozen="70"
				fungus="60"
				hills="40"
				impassable="50"
				mountains="30"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="50"
			[/defense]
			[movement_costs]
				castle="1"
				cave="1"
				deep_water="99"
				flat="1"
				forest="1"
				frozen="2"
				fungus="1"
				hills="1"
				impassable="99"
				mountains="1"
				reef="2"
				sand="1"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="90"
				blade="70"
				cold="90"
				fire="90"
				impact="70"
				pierce="70"
			[/resistance]
			[variables]
			[/variables]
			[status]
			[/status]
			[attack]
				damage="11"
				description=_ "battle axe"
				icon="attacks/battleaxe.png"
				name="battle axe"
				number="3"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="14"
				description=_ "hammer"
				icon="attacks/hammer-dwarven.png"
				name="hammer"
				number="2"
				range="melee"
				type="impact"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^quick"
					id="quick"
					male_name=_ "quick"
					name=_ "quick"
					[effect]
						apply_to="movement"
						increase="1"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
	[/side]
	[side]
		action_bonus_count="55"
		aggression="0.5"
		allow_player="yes"
		caution="0.25"
		colour="2"
		controller="human"
		countdown_time="0"
		current_player="Gauteamus"
		disallow_observers="no"
		fog="yes"
		global_recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
		gold="68"
		hidden="no"
		id="Gauteamus2"
		income="0"
		leader_value="3"
		name="Gauteamus"
		no_leader="yes"
		number_of_possible_recruits_to_force_recruit="3.1"
		objectives="Victory:
@Defeat enemy leader(s)"
		objectives_changed="no"
		recruit="Bowman,Cavalryman,Fencer,Heavy Infantryman,Horseman,Mage,Merman Fighter,Spearman"
		recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
		save_id="Gauteamus2"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="2"
		start_gold="100"
		team_name="south"
#textdomain wesnoth-multiplayer
		user_team_name=_ "teamname^South"
		village_gold="2"
		village_value="1"
		villages_per_scout="8"
		[ai]
			recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
		[village]
			x="11"
			y="11"
		[/village]
		[village]
			x="11"
			y="19"
		[/village]
		[village]
			x="12"
			y="4"
		[/village]
		[village]
			x="15"
			y="20"
		[/village]
		[village]
			x="16"
			y="14"
		[/village]
		[village]
			x="17"
			y="3"
		[/village]
		[village]
			x="17"
			y="8"
		[/village]
		[village]
			x="20"
			y="15"
		[/village]
		[village]
			x="22"
			y="9"
		[/village]
		[village]
			x="25"
			y="17"
		[/village]
		[village]
			x="25"
			y="21"
		[/village]
		[village]
			x="30"
			y="20"
		[/village]
		[village]
			x="31"
			y="10"
		[/village]
		[village]
			x="31"
			y="16"
		[/village]
		[unit]
			advances_to="Halberdier"
			alignment="lawful"
			allow_changes="yes"
			allow_player="yes"
			alpha="256"
			attacks_left="1"
			canrecruit="yes"
			colour="2"
			controller="human"
			cost="25"
			current_player="Gauteamus"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flying="no"
			fog="yes"
			gender="male"
			gold="100"
			goto_x="-999"
			goto_y="-999"
			hitpoints="55"
			id="Gauteamus2"
			image="units/human-loyalists/pikeman.png"
			income="0"
#textdomain wesnoth-units
			language_name=_ "Pikeman"
			leader="Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage"
			level="2"
			max_attacks="1"
			max_experience="46"
			max_hitpoints="55"
			max_moves="5"
			movement="5"
			movement_type="smallfoot"
			moves="5"
			mp_countdown="no"
			mp_countdown_action_bonus="13"
			mp_countdown_init_time="270"
			mp_countdown_reservoir_time="330"
			mp_countdown_turn_bonus="60"
			name="Gauteamus"
			profile="portraits/humans/pikeman.png"
			race="human"
			random_leader="Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage"
			random_traits="no"
			recruit="Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter"
			resting="yes"
			save_id="Gauteamus2"
			share_maps="no"
			share_view="yes"
			shroud="no"
			side="2"
			team_name="south"
			terrain_liked="Gg, Ww, Wo"
			type="Pikeman"
			underlying_id="105"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			user_team_name="wesnoth-multiplayerteamname^South"
			village_gold="2"
			x="24"
			y="19"
			zoc="yes"
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="60"
			[/resistance]
			[portrait]
				image="portraits/humans/transparent/pikeman.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/pikeman.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="10"
				description=_ "pike"
				name="pike"
				number="3"
				range="melee"
				type="pierce"
				[specials]
					[firststrike]
#textdomain wesnoth
						description=_ "First Strike:
This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name=_ "firststrike"
					[/firststrike]
				[/specials]
			[/attack]
			[modifications]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Swordsman,Pikeman,Javelineer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="14"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			ellipse="misc/ellipse"
			experience="9"
			facing="se"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="39"
			id="Spearman-124"
			image="units/human-loyalists/spearman.png"
#textdomain wesnoth-units
			language_name=_ "Spearman"
			level="1"
			max_attacks="1"
			max_experience="24"
			max_hitpoints="41"
			max_moves="5"
			movement="5"
			movement_type="smallfoot"
			moves="5"
			name="Tennyn"
			profile="portraits/humans/spearman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Spearman"
			underlying_id="124"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="17"
			y="7"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="javelin"
				[/filter_attack]
				[missile_frame]
					begin="-150"
					end="0"
					image="projectiles/spear-n.png"
					image_diagonal="projectiles/spear-ne.png"
				[/missile_frame]
				[frame]
					begin="-250"
					end="-150"
					image="units/human-loyalists/spearman-death1.png"
					sound="throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav"
				[/frame]
				[frame]
					begin="-150"
					end="-100"
					image="units/human-loyalists/spearman-attack-ranged.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
					[/frame]
				[/else]
				[frame]
					begin="-50"
					end="50"
					image="units/human-loyalists/spearman-attack-ranged2.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="s"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[frame]
					begin="-150"
					end="-50"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="n"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="ne,nw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="se,sw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="125"
					image="units/human-loyalists/spearman-death1.png"
				[/frame]
				[frame]
					begin="125"
					end="250"
					image="units/human-loyalists/spearman-death2.png"
				[/frame]
				[frame]
					begin="250"
					end="375"
					image="units/human-loyalists/spearman-death3.png"
				[/frame]
				[frame]
					begin="375"
					end="500"
					image="units/human-loyalists/spearman-death4.png"
				[/frame]
			[/death]
			[defend]
				[frame]
					begin="-100"
					end="-90"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
				[frame]
					begin="-90"
					end="90"
					image="units/human-loyalists/spearman-defend.png"
				[/frame]
				[frame]
					begin="90"
					end="100"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
			[/defend]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="7"
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="3"
				range="melee"
				type="pierce"
				[specials]
					[firststrike]
#textdomain wesnoth
						description=_ "First Strike:
This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name=_ "firststrike"
					[/firststrike]
				[/specials]
			[/attack]
			[attack]
				damage="6"
#textdomain wesnoth-units
				description=_ "javelin"
				icon="attacks/javelin-human.png"
				name="javelin"
				number="1"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^intelligent"
					id="intelligent"
					male_name=_ "intelligent"
					name=_ "intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Dragoon"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="17"
			die_sound="horse-die.ogg"
			ellipse="misc/ellipse"
			experience="13"
			facing="nw"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="35"
			id="Cavalryman-125"
			image="units/human-loyalists/cavalryman.png"
#textdomain wesnoth-units
			language_name=_ "Cavalryman"
			level="1"
			max_attacks="1"
			max_experience="28"
			max_hitpoints="44"
			max_moves="8"
			movement="8"
			movement_type="mounted"
			moves="8"
			name="Seddyn"
			profile="portraits/humans/cavalryman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Cavalryman"
			undead_variation="mounted"
			underlying_id="125"
			unrenamable="no"
			upkeep="full"
			usage="scout"
			x="27"
			y="6"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="sword"
				[/filter_attack]
				[frame]
					begin="-225"
					end="-200"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/cavalryman-moving.png"
					sound="horse-canter.wav"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-150"
						end="150"
						image="units/human-loyalists/cavalryman-attack.png"
						sound="sword-1.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-150"
						end="150"
						image="units/human-loyalists/cavalryman-attack.png"
						sound="miss-1.ogg,miss-2.ogg,miss-3.ogg"
					[/frame]
				[/else]
				[frame]
					begin="150"
					end="200"
					image="units/human-loyalists/cavalryman-moving.png"
				[/frame]
				[frame]
					begin="200"
					end="225"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="200"
					image="units/human-loyalists/cavalryman-die-1.png"
				[/frame]
				[frame]
					begin="200"
					end="400"
					image="units/human-loyalists/cavalryman-die-2.png"
				[/frame]
			[/death]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/cavalryman-defend.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/human-loyalists/cavalryman-defend.png"
						sound="horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/human-loyalists/cavalryman-defend.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
			[/defend]
			[movement_anim]
				[frame]
					begin="0"
					end="150"
					image="units/human-loyalists/cavalryman-moving.png"
				[/frame]
			[/movement_anim]
			[defense]
				castle="60"
				cave="80"
				deep_water="80"
				flat="60"
				forest="70"
				frozen="70"
				fungus="80"
				hills="60"
				impassable="80"
				mountains="80"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="4"
				deep_water="99"
				flat="1"
				forest="3"
				frozen="2"
				fungus="4"
				hills="2"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="70"
				cold="80"
				fire="100"
				impact="60"
				pierce="120"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="7"
				description=_ "sword"
				icon="attacks/sword-human.png"
				name="sword"
				number="3"
				range="melee"
				type="blade"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Swordsman,Pikeman,Javelineer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="14"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			ellipse="misc/ellipse"
			experience="11"
			facing="ne"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="35"
			id="Spearman-127"
			image="units/human-loyalists/spearman.png"
#textdomain wesnoth-units
			language_name=_ "Spearman"
			level="1"
			max_attacks="1"
			max_experience="29"
			max_hitpoints="35"
			max_moves="6"
			movement="5"
			movement_type="smallfoot"
			moves="6"
			name="Rhan"
			profile="portraits/humans/spearman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Spearman"
			underlying_id="127"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="25"
			y="6"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="javelin"
				[/filter_attack]
				[missile_frame]
					begin="-150"
					end="0"
					image="projectiles/spear-n.png"
					image_diagonal="projectiles/spear-ne.png"
				[/missile_frame]
				[frame]
					begin="-250"
					end="-150"
					image="units/human-loyalists/spearman-death1.png"
					sound="throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav"
				[/frame]
				[frame]
					begin="-150"
					end="-100"
					image="units/human-loyalists/spearman-attack-ranged.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
					[/frame]
				[/else]
				[frame]
					begin="-50"
					end="50"
					image="units/human-loyalists/spearman-attack-ranged2.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="s"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[frame]
					begin="-150"
					end="-50"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="n"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="ne,nw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="se,sw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="125"
					image="units/human-loyalists/spearman-death1.png"
				[/frame]
				[frame]
					begin="125"
					end="250"
					image="units/human-loyalists/spearman-death2.png"
				[/frame]
				[frame]
					begin="250"
					end="375"
					image="units/human-loyalists/spearman-death3.png"
				[/frame]
				[frame]
					begin="375"
					end="500"
					image="units/human-loyalists/spearman-death4.png"
				[/frame]
			[/death]
			[defend]
				[frame]
					begin="-100"
					end="-90"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
				[frame]
					begin="-90"
					end="90"
					image="units/human-loyalists/spearman-defend.png"
				[/frame]
				[frame]
					begin="90"
					end="100"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
			[/defend]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="8"
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="3"
				range="melee"
				type="pierce"
				[specials]
					[firststrike]
#textdomain wesnoth
						description=_ "First Strike:
This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name=_ "firststrike"
					[/firststrike]
				[/specials]
			[/attack]
			[attack]
				damage="6"
#textdomain wesnoth-units
				description=_ "javelin"
				icon="attacks/javelin-human.png"
				name="javelin"
				number="1"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^quick"
					id="quick"
					male_name=_ "quick"
					name=_ "quick"
					[effect]
						apply_to="movement"
						increase="1"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Merman Triton,Merman Hoplite"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="28"
			die_sound="mermen-die.ogg"
			ellipse="misc/ellipse"
			experience="0"
			facing="n"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="48"
			id="Merman Fighter-129"
			image="units/merfolk/warrior.png"
#textdomain wesnoth-units
			language_name=_ "Merman Warrior"
			level="2"
			max_attacks="1"
			max_experience="45"
			max_hitpoints="48"
			max_moves="7"
			movement="6"
			movement_type="swimmer"
			moves="7"
			name="Raut"
			profile="portraits/merfolk/fighter.png"
			race="merman"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Merman Warrior"
			undead_variation="swimmer"
			underlying_id="129"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="21"
			y="4"
			zoc="yes"
			[defense]
				castle="60"
				cave="80"
				deep_water="50"
				flat="70"
				forest="70"
				frozen="70"
				fungus="80"
				hills="70"
				impassable="80"
				mountains="80"
				reef="30"
				sand="70"
				shallow_water="40"
				swamp_water="40"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="1"
				flat="2"
				forest="5"
				frozen="2"
				fungus="3"
				hills="5"
				impassable="99"
				mountains="99"
				reef="2"
				sand="2"
				shallow_water="1"
				swamp_water="1"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="100"
				blade="100"
				cold="80"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[attack_anim]
				[filter_attack]
					name="trident"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-150"
					image="units/merfolk/warrior.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-150"
						end="100"
						image="units/merfolk/warrior.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-150"
						end="100"
						image="units/merfolk/warrior.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/merfolk/warrior.png"
				[/frame]
			[/attack_anim]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/merfolk/warrior.png"
				[/frame]
				[frame]
					duration="100"
					image="units/merfolk/warrior.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/merfolk/warrior.png"
						sound="mermen-hit.wav"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/merfolk/warrior.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/merfolk/warrior.png"
				[/frame]
			[/defend]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="10"
				description=_ "trident"
				name="trident"
				number="3"
				range="melee"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^quick"
					id="quick"
					male_name=_ "quick"
					name=_ "quick"
					[effect]
						apply_to="movement"
						increase="1"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^intelligent"
					id="intelligent"
					male_name=_ "intelligent"
					name=_ "intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Swordsman,Pikeman,Javelineer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="14"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			ellipse="misc/ellipse"
			experience="3"
			facing="ne"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="36"
			id="Spearman-130"
			image="units/human-loyalists/spearman.png"
#textdomain wesnoth-units
			language_name=_ "Spearman"
			level="1"
			max_attacks="1"
			max_experience="29"
			max_hitpoints="42"
			max_moves="5"
			movement="5"
			movement_type="smallfoot"
			moves="5"
			name="Roc"
			profile="portraits/humans/spearman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Spearman"
			underlying_id="130"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="19"
			y="5"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="javelin"
				[/filter_attack]
				[missile_frame]
					begin="-150"
					end="0"
					image="projectiles/spear-n.png"
					image_diagonal="projectiles/spear-ne.png"
				[/missile_frame]
				[frame]
					begin="-250"
					end="-150"
					image="units/human-loyalists/spearman-death1.png"
					sound="throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav"
				[/frame]
				[frame]
					begin="-150"
					end="-100"
					image="units/human-loyalists/spearman-attack-ranged.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
					[/frame]
				[/else]
				[frame]
					begin="-50"
					end="50"
					image="units/human-loyalists/spearman-attack-ranged2.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="s"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[frame]
					begin="-150"
					end="-50"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="n"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="ne,nw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="se,sw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="125"
					image="units/human-loyalists/spearman-death1.png"
				[/frame]
				[frame]
					begin="125"
					end="250"
					image="units/human-loyalists/spearman-death2.png"
				[/frame]
				[frame]
					begin="250"
					end="375"
					image="units/human-loyalists/spearman-death3.png"
				[/frame]
				[frame]
					begin="375"
					end="500"
					image="units/human-loyalists/spearman-death4.png"
				[/frame]
			[/death]
			[defend]
				[frame]
					begin="-100"
					end="-90"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
				[frame]
					begin="-90"
					end="90"
					image="units/human-loyalists/spearman-defend.png"
				[/frame]
				[frame]
					begin="90"
					end="100"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
			[/defend]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="8"
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="3"
				range="melee"
				type="pierce"
				[specials]
					[firststrike]
#textdomain wesnoth
						description=_ "First Strike:
This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name=_ "firststrike"
					[/firststrike]
				[/specials]
			[/attack]
			[attack]
				damage="6"
#textdomain wesnoth-units
				description=_ "javelin"
				icon="attacks/javelin-human.png"
				name="javelin"
				number="1"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Shock Trooper"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="19"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			ellipse="misc/ellipse"
			experience="9"
			facing="ne"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="28"
			id="Heavy Infantryman-134"
			image="units/human-loyalists/heavyinfantry.png"
#textdomain wesnoth-units
			language_name=_ "Heavy Infantryman"
			level="1"
			max_attacks="1"
			max_experience="28"
			max_hitpoints="44"
			max_moves="4"
			movement="4"
			movement_type="armoredfoot"
			moves="4"
			name="Raraellyn"
			profile="portraits/humans/heavy-infantry.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Heavy Infantryman"
			underlying_id="134"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="20"
			y="6"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="mace"
				[/filter_attack]
				[frame]
					begin="-230"
					end="-100"
					image="units/human-loyalists/heavyinfantry-attack-1.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/heavyinfantry-attack-2.png"
						sound="mace.wav"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/heavyinfantry-attack-2.png"
						sound="miss-1.ogg,miss-2.ogg,miss-3.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="200"
					image="units/human-loyalists/heavyinfantry.png"
				[/frame]
			[/attack_anim]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/human-loyalists/heavyinfantry-defend-1.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavyinfantry-defend-2.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/human-loyalists/heavyinfantry-defend-2.png"
						sound="human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/human-loyalists/heavyinfantry-defend-2.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/human-loyalists/heavyinfantry-defend-1.png"
				[/frame]
			[/defend]
			[idle_anim]
				start_time="0"
				[filter]
					[not]
						[filter_wml]
							[status]
								poisoned="yes"
							[/status]
						[/filter_wml]
					[/not]
				[/filter]
				[filter]
					[filter_adjacent]
						count="0"
						is_enemy="yes"
					[/filter_adjacent]
				[/filter]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-1.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-2.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-3.png"
				[/frame]
				[frame]
					duration="300"
					image="units/human-loyalists/heavy-infantry-idle-4.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-5.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-6.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-7.png"
				[/frame]
				[frame]
					duration="1000"
					image="units/human-loyalists/heavy-infantry-idle-8.png"
				[/frame]
				[frame]
					duration="1000"
					image="units/human-loyalists/heavy-infantry-idle-9.png"
				[/frame]
				[frame]
					duration="1000"
					image="units/human-loyalists/heavy-infantry-idle-8.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-7.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-6.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-5.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-4.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-3.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-2.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/heavy-infantry-idle-1.png"
				[/frame]
			[/idle_anim]
			[portrait]
				image="portraits/humans/transparent/heavy-infantry.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/heavy-infantry.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[trait]
#textdomain wesnoth
				description=_ "Fights normally during unfavorable times of day/night"
				female_name=_ "female^fearless"
				id="fearless"
				male_name=_ "fearless"
			[/trait]
			[defense]
				castle="50"
				cave="60"
				deep_water="80"
				flat="70"
				forest="60"
				frozen="80"
				fungus="60"
				hills="60"
				impassable="60"
				mountains="80"
				reef="80"
				sand="80"
				shallow_water="90"
				swamp_water="90"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="4"
				fungus="2"
				hills="3"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="50"
				cold="110"
				fire="110"
				impact="90"
				pierce="60"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="12"
#textdomain wesnoth-units
				description=_ "mace"
				name="mace"
				number="2"
				range="melee"
				type="impact"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Dragoon"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="17"
			die_sound="horse-die.ogg"
			ellipse="misc/ellipse"
			experience="10"
			facing="s"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="28"
			id="Cavalryman-138"
			image="units/human-loyalists/cavalryman.png"
#textdomain wesnoth-units
			language_name=_ "Cavalryman"
			level="1"
			max_attacks="1"
			max_experience="28"
			max_hitpoints="44"
			max_moves="8"
			movement="8"
			movement_type="mounted"
			moves="8"
			name="Blyn"
			profile="portraits/humans/cavalryman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Cavalryman"
			undead_variation="mounted"
			underlying_id="138"
			unrenamable="no"
			upkeep="full"
			usage="scout"
			x="26"
			y="4"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="sword"
				[/filter_attack]
				[frame]
					begin="-225"
					end="-200"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/cavalryman-moving.png"
					sound="horse-canter.wav"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-150"
						end="150"
						image="units/human-loyalists/cavalryman-attack.png"
						sound="sword-1.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-150"
						end="150"
						image="units/human-loyalists/cavalryman-attack.png"
						sound="miss-1.ogg,miss-2.ogg,miss-3.ogg"
					[/frame]
				[/else]
				[frame]
					begin="150"
					end="200"
					image="units/human-loyalists/cavalryman-moving.png"
				[/frame]
				[frame]
					begin="200"
					end="225"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="200"
					image="units/human-loyalists/cavalryman-die-1.png"
				[/frame]
				[frame]
					begin="200"
					end="400"
					image="units/human-loyalists/cavalryman-die-2.png"
				[/frame]
			[/death]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/cavalryman-defend.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/human-loyalists/cavalryman-defend.png"
						sound="horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/human-loyalists/cavalryman-defend.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/human-loyalists/cavalryman.png"
				[/frame]
			[/defend]
			[movement_anim]
				[frame]
					begin="0"
					end="150"
					image="units/human-loyalists/cavalryman-moving.png"
				[/frame]
			[/movement_anim]
			[defense]
				castle="60"
				cave="80"
				deep_water="80"
				flat="60"
				forest="70"
				frozen="70"
				fungus="80"
				hills="60"
				impassable="80"
				mountains="80"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="4"
				deep_water="99"
				flat="1"
				forest="3"
				frozen="2"
				fungus="4"
				hills="2"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="70"
				cold="80"
				fire="100"
				impact="60"
				pierce="120"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="7"
				description=_ "sword"
				icon="attacks/sword-human.png"
				name="sword"
				number="3"
				range="melee"
				type="blade"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Swordsman,Pikeman,Javelineer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="14"
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			ellipse="misc/ellipse"
			experience="3"
			facing="n"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="23"
			id="Spearman-139"
			image="units/human-loyalists/spearman.png"
#textdomain wesnoth-units
			language_name=_ "Spearman"
			level="1"
			max_attacks="1"
			max_experience="24"
			max_hitpoints="41"
			max_moves="5"
			movement="5"
			movement_type="smallfoot"
			moves="5"
			name="Aethenvan"
			profile="portraits/humans/spearman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Spearman"
			underlying_id="139"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="26"
			y="6"
			zoc="yes"
			[attack_anim]
				[filter_attack]
					name="javelin"
				[/filter_attack]
				[missile_frame]
					begin="-150"
					end="0"
					image="projectiles/spear-n.png"
					image_diagonal="projectiles/spear-ne.png"
				[/missile_frame]
				[frame]
					begin="-250"
					end="-150"
					image="units/human-loyalists/spearman-death1.png"
					sound="throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav"
				[/frame]
				[frame]
					begin="-150"
					end="-100"
					image="units/human-loyalists/spearman-attack-ranged.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="-50"
						image="units/human-loyalists/spearman-attack-ranged.png"
					[/frame]
				[/else]
				[frame]
					begin="-50"
					end="50"
					image="units/human-loyalists/spearman-attack-ranged2.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="s"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[frame]
					begin="-150"
					end="-50"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-50"
						end="100"
						image="units/human-loyalists/spearman-attack-s-2.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman-attack-s-1.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="n"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-n.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="ne,nw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack-ne.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				direction="se,sw"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-200"
					end="-100"
					image="units/human-loyalists/spearman.png"
				[/frame]
				[if]
					hits="yes"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear.ogg"
					[/frame]
				[/if]
				[else]
					hits="no"
					[frame]
						begin="-100"
						end="100"
						image="units/human-loyalists/spearman-attack.png"
						sound="spear-miss.ogg"
					[/frame]
				[/else]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/spearman.png"
				[/frame]
			[/attack_anim]
			[death]
				[frame]
					begin="0"
					end="125"
					image="units/human-loyalists/spearman-death1.png"
				[/frame]
				[frame]
					begin="125"
					end="250"
					image="units/human-loyalists/spearman-death2.png"
				[/frame]
				[frame]
					begin="250"
					end="375"
					image="units/human-loyalists/spearman-death3.png"
				[/frame]
				[frame]
					begin="375"
					end="500"
					image="units/human-loyalists/spearman-death4.png"
				[/frame]
			[/death]
			[defend]
				[frame]
					begin="-100"
					end="-90"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
				[frame]
					begin="-90"
					end="90"
					image="units/human-loyalists/spearman-defend.png"
				[/frame]
				[frame]
					begin="90"
					end="100"
					image="units/human-loyalists/spearman-defend-2.png"
				[/frame]
			[/defend]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/spearman.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="7"
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="3"
				range="melee"
				type="pierce"
				[specials]
					[firststrike]
#textdomain wesnoth
						description=_ "First Strike:
This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name=_ "firststrike"
					[/firststrike]
				[/specials]
			[/attack]
			[attack]
				damage="6"
#textdomain wesnoth-units
				description=_ "javelin"
				icon="attacks/javelin-human.png"
				name="javelin"
				number="1"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
#textdomain wesnoth
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^intelligent"
					id="intelligent"
					male_name=_ "intelligent"
					name=_ "intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Knight,Lancer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="23"
			die_sound="horse-die.ogg"
			ellipse="misc/ellipse"
			experience="0"
			facing="n"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="43"
			id="Horseman-141"
			image="units/human-loyalists/horseman.png"
#textdomain wesnoth-units
			language_name=_ "Horseman"
			level="1"
			max_attacks="1"
			max_experience="25"
			max_hitpoints="43"
			max_moves="8"
			movement="8"
			movement_type="mounted"
			moves="8"
			name="Ludoc"
			profile="portraits/humans/horseman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Horseman"
			undead_variation="mounted"
			underlying_id="141"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="30"
			y="15"
			zoc="yes"
			[attack_anim]
				hits="no"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-250"
					end="-225"
					image="units/human-loyalists/horseman.png"
					sound="horse-canter.wav"
				[/frame]
				[frame]
					begin="-225"
					end="-150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="-150"
					end="100"
					image="units/human-loyalists/horseman-attack.png"
					sound="miss-1.ogg,miss-2.ogg,miss-3.ogg"
				[/frame]
				[frame]
					begin="100"
					end="175"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="175"
					end="200"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				hits="yes"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-250"
					end="-200"
					image="units/human-loyalists/horseman.png"
					sound="horse-canter.wav"
				[/frame]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="-150"
					end="100"
					image="units/human-loyalists/horseman-attack.png"
					sound="spear.ogg"
				[/frame]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="150"
					end="200"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/attack_anim]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/human-loyalists/horseman.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/horseman-defend.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/human-loyalists/horseman-defend.png"
						sound="horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/human-loyalists/horseman-defend.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/defend]
			[movement_anim]
				[frame]
					begin="0"
					end="150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
			[/movement_anim]
			[defense]
				castle="60"
				cave="80"
				deep_water="80"
				flat="60"
				forest="70"
				frozen="70"
				fungus="80"
				hills="60"
				impassable="80"
				mountains="80"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="4"
				deep_water="99"
				flat="1"
				forest="3"
				frozen="2"
				fungus="4"
				hills="2"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="80"
				cold="100"
				fire="100"
				impact="70"
				pierce="120"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="9"
				description=_ "spear"
				name="spear"
				number="2"
				range="melee"
				type="pierce"
				[specials]
					[damage]
						active_on="offense"
						apply_to="both"
#textdomain wesnoth
						description=_ "Charge:
When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack."
						id="charge"
						multiply="2"
						name=_ "charge"
					[/damage]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					female_name=_ "female^resilient"
					id="resilient"
					male_name=_ "resilient"
					name=_ "resilient"
					[effect]
						apply_to="hitpoints"
						increase_total="4"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
						times="per level"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^intelligent"
					id="intelligent"
					male_name=_ "intelligent"
					name=_ "intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Knight,Lancer"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="23"
			die_sound="horse-die.ogg"
			ellipse="misc/ellipse"
			experience="0"
			facing="ne"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="-999"
			goto_y="-999"
			hitpoints="39"
			id="Horseman-142"
			image="units/human-loyalists/horseman.png"
#textdomain wesnoth-units
			language_name=_ "Horseman"
			level="1"
			max_attacks="1"
			max_experience="25"
			max_hitpoints="39"
			max_moves="8"
			movement="8"
			movement_type="mounted"
			moves="8"
			name="Tudry"
			profile="portraits/humans/horseman.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="2"
			type="Horseman"
			undead_variation="mounted"
			underlying_id="142"
			unrenamable="no"
			upkeep="full"
			usage="fighter"
			x="30"
			y="16"
			zoc="yes"
			[attack_anim]
				hits="no"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-250"
					end="-225"
					image="units/human-loyalists/horseman.png"
					sound="horse-canter.wav"
				[/frame]
				[frame]
					begin="-225"
					end="-150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="-150"
					end="100"
					image="units/human-loyalists/horseman-attack.png"
					sound="miss-1.ogg,miss-2.ogg,miss-3.ogg"
				[/frame]
				[frame]
					begin="100"
					end="175"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="175"
					end="200"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/attack_anim]
			[attack_anim]
				hits="yes"
				[filter_attack]
					name="spear"
				[/filter_attack]
				[frame]
					begin="-250"
					end="-200"
					image="units/human-loyalists/horseman.png"
					sound="horse-canter.wav"
				[/frame]
				[frame]
					begin="-200"
					end="-150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="-150"
					end="100"
					image="units/human-loyalists/horseman-attack.png"
					sound="spear.ogg"
				[/frame]
				[frame]
					begin="100"
					end="150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
				[frame]
					begin="150"
					end="200"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/attack_anim]
			[defend]
				start_time="-126"
				[frame]
					duration="1"
					image="units/human-loyalists/horseman.png"
				[/frame]
				[frame]
					duration="100"
					image="units/human-loyalists/horseman-defend.png"
				[/frame]
				[if]
					hits="hit"
					[frame]
						duration="150"
						image="units/human-loyalists/horseman-defend.png"
						sound="horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg"
					[/frame]
				[/if]
				[else]
					hits="miss,kill"
					[frame]
						duration="150"
						image="units/human-loyalists/horseman-defend.png"
					[/frame]
				[/else]
				[frame]
					duration="1"
					image="units/human-loyalists/horseman.png"
				[/frame]
			[/defend]
			[movement_anim]
				[frame]
					begin="0"
					end="150"
					image="units/human-loyalists/horseman-moving.png"
				[/frame]
			[/movement_anim]
			[defense]
				castle="60"
				cave="80"
				deep_water="80"
				flat="60"
				forest="70"
				frozen="70"
				fungus="80"
				hills="60"
				impassable="80"
				mountains="80"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="4"
				deep_water="99"
				flat="1"
				forest="3"
				frozen="2"
				fungus="4"
				hills="2"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="80"
				cold="100"
				fire="100"
				impact="70"
				pierce="120"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
			[/status]
			[attack]
				damage="10"
				description=_ "spear"
				name="spear"
				number="2"
				range="melee"
				type="pierce"
				[specials]
					[damage]
						active_on="offense"
						apply_to="both"
#textdomain wesnoth
						description=_ "Charge:
When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack."
						id="charge"
						multiply="2"
						name=_ "charge"
					[/damage]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					female_name=_ "female^intelligent"
					id="intelligent"
					male_name=_ "intelligent"
					name=_ "intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_ "female^strong"
					id="strong"
					male_name=_ "strong"
					name=_ "strong"
					[effect]
						apply_to="attack"
						increase_damage="1"
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="1"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
	[/side]
	[side]
		action_bonus_count="0"
		aggression="0.5"
		allow_player="no"
		caution="0.25"
		colour="5"
		controller="network"
		countdown_time="0"
		current_player="ai3"
		disallow_observers="no"
		fog="yes"
		global_recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
		gold="-285"
		hidden="yes"
		id="ai3"
		income="0"
		leader_value="3"
		name="Datastyrt spiller"
		no_leader="yes"
		number_of_possible_recruits_to_force_recruit="3.1"
		objectives="Victory:
@Defeat enemy leader(s)"
		objectives_changed="yes"
		recruit="Drake Burner,Drake Clasher,Drake Fighter,Drake Glider,Saurian Augur,Saurian Skirmisher"
		recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
		save_id="ai3"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="3"
		start_gold="100"
		team_name="statues"
		user_team_name="statues"
		village_gold="2"
		village_value="1"
		villages_per_scout="4"
		[ai]
			recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[unit]
			advances_to="Hurricane Drake"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="30"
			description="The winds of the dark sky blew so cold,
The moon was high, the night was old,
Brave was the drake that dared forsake
His home to steal the Basilisk's gold.

On that dark night, the skies so churned,
He disregarded what he had learned,
Foolish but brave, to the Basilisk's cave,
He flew, and the fire within him burned.

Alas, that fire burns no more,
For the Basilisk, with one mighty roar,
Chilled him to the bone, and he turned to stone,
And so he stays forevermore.

The winds of the sky blow so cold,
The years pass by, the days are old,
Here stands that drake, who dared forsake
His home to steal the Basilisk's gold.
(inscribed by Flametrooper)"
			die_sound="drake-die.ogg"
			experience="0"
			facing="se"
			flies="false"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Sky Drake-106"
			image="units/drakes/sky.png"
#textdomain wesnoth-units
			language_name=_ "Sky Drake"
			level="2"
			max_attacks="1"
			max_experience="56"
			max_hitpoints="1"
			max_moves="0"
			movement="9"
			movement_type="fly"
			moves="0"
			profile="portraits/drakes/glider.png"
			race="drake"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Sky Drake"
			undead_variation="drake"
			underlying_id="106"
			unrenamable="yes"
			upkeep="full"
			usage="scout"
			x="27"
			y="14"
			zoc="yes"
			[defense]
				castle="50"
				cave="70"
				deep_water="50"
				flat="50"
				forest="50"
				frozen="50"
				fungus="60"
				hills="50"
				impassable="80"
				mountains="50"
				reef="50"
				sand="50"
				shallow_water="50"
				swamp_water="50"
				unwalkable="50"
				village="50"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="1"
				flat="1"
				forest="1"
				frozen="1"
				fungus="2"
				hills="1"
				impassable="99"
				mountains="1"
				reef="1"
				sand="1"
				shallow_water="1"
				swamp_water="1"
				unwalkable="1"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="130"
				blade="90"
				cold="150"
				fire="50"
				impact="80"
				pierce="110"
			[/resistance]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="6"
				description=_ "slam"
				icon="attacks/slam-drake.png"
				name="slam"
				number="3"
				range="melee"
				type="impact"
			[/attack]
			[attack]
				damage="5"
				description=_ "fire breath"
				icon="attacks/fire-breath-drake.png"
				name="fire breath"
				number="3"
				range="ranged"
				type="fire"
				[specials]
					[chance_to_hit]
						active_on="offense"
						cumulative="yes"
#textdomain wesnoth
						description=_ "Marksman:
When used offensively, this attack always has at least a 60% chance to hit."
						id="marksman"
						name=_ "marksman"
						value="60"
					[/chance_to_hit]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="chaotic"
			alpha="256"
			attacks_left="1"
			cost="46"
			description="Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: ''The Hunts-Foes-In-Boiling-Rivers Clan''). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: ''After he was bound and cast from the Upper World, Chak'kso's enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channeled through ''pathways of stone'' that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chak'kso's hatred.'' Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having traveled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar."
			die_sound="hiss-die.wav"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flies="false"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Saurian Flanker-107"
			image="units/saurians/flanker.png"
#textdomain wesnoth-units
			language_name=_ "Saurian Flanker"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="7"
			movement_type="lizard"
			moves="0"
			name="Xikkrisx"
			profile="portraits/saurians/skirmisher.png"
			race="lizard"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Saurian Flanker"
			undead_variation="saurian"
			underlying_id="107"
			unrenamable="yes"
			upkeep="full"
			usage="scout"
			x="40"
			y="8"
			zoc="yes"
			[defense]
				castle="40"
				cave="40"
				deep_water="80"
				flat="60"
				forest="40"
				frozen="70"
				fungus="40"
				hills="40"
				impassable="40"
				mountains="40"
				reef="60"
				sand="40"
				shallow_water="60"
				swamp_water="40"
				unwalkable="80"
				village="50"
			[/defense]
			[movement_costs]
				castle="1"
				cave="1"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="4"
				fungus="1"
				hills="1"
				impassable="99"
				mountains="2"
				reef="2"
				sand="1"
				shallow_water="3"
				swamp_water="1"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="110"
				cold="120"
				fire="120"
				impact="110"
				pierce="80"
			[/resistance]
			[abilities]
				[skirmisher]
					affect_self="yes"
#textdomain wesnoth
					description=_ "Skirmisher:
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control."
					female_name=_ "female^skirmisher"
					id="skirmisher"
					name=_ "skirmisher"
				[/skirmisher]
			[/abilities]
			[advancement]
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[portrait]
				image="portraits/saurians/transparent/skirmisher.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/saurians/transparent/skirmisher.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="8"
#textdomain wesnoth-units
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="4"
				range="melee"
				type="pierce"
			[/attack]
			[attack]
				damage="7"
				description=_ "spear"
				icon="attacks/spear.png"
				name="spear"
				number="2"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="chaotic"
			alpha="256"
			attacks_left="1"
			cost="27"
			description="Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled ''Ney'yks of the Granite Gaze,'' and told of a creature known as the ''Chak'kso Ney'yks,'' a name which, in an ancient saurian tongue, meant ''Eldest Child of Chak'kso.'' Chak'kso was believed to have been a powerful demigod of the Under Reaches, described as a ''great demon of the earth'' in the Elvish Histories. According to these histories, Chak'kso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as ''The Ney'yks,'' or ''The Eldest Child,'' in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey..."
			die_sound="hiss-die.wav"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flies="false"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Saurian Oracle-108"
			image="units/saurians/oracle.png"
			language_name=_ "Saurian Oracle"
			level="2"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="6"
			movement_type="lizard"
			moves="0"
			name="Oxsrrsk"
			profile="portraits/saurians/augur.png"
			race="lizard"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Saurian Oracle"
			undead_variation="saurian"
			underlying_id="108"
			unrenamable="yes"
			upkeep="full"
			usage="archer"
			x="39"
			y="8"
			zoc="yes"
			[defense]
				castle="40"
				cave="40"
				deep_water="80"
				flat="60"
				forest="40"
				frozen="70"
				fungus="40"
				hills="40"
				impassable="40"
				mountains="40"
				reef="60"
				sand="40"
				shallow_water="60"
				swamp_water="40"
				unwalkable="80"
				village="50"
			[/defense]
			[movement_costs]
				castle="1"
				cave="1"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="4"
				fungus="1"
				hills="1"
				impassable="99"
				mountains="2"
				reef="2"
				sand="1"
				shallow_water="3"
				swamp_water="1"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="110"
				cold="120"
				fire="120"
				impact="110"
				pierce="80"
			[/resistance]
			[abilities]
				[heals]
					affect_allies="yes"
					affect_self="no"
#textdomain wesnoth
					description=_ "Heals +4:
Allows the unit to heal adjacent allied units at the beginning of our turn.

A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
					female_name=_ "female^heals +4"
					id="healing"
					name=_ "heals +4"
					poison="slowed"
					value="4"
					[affect_adjacent]
						adjacent="n,ne,se,s,sw,nw"
					[/affect_adjacent]
				[/heals]
			[/abilities]
			[advancement]
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[portrait]
				image="portraits/saurians/transparent/augur.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/saurians/transparent/augur.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="4"
#textdomain wesnoth-units
				description=_ "staff"
				icon="attacks/staff-magic.png"
				name="staff"
				number="3"
				range="melee"
				type="impact"
			[/attack]
			[attack]
				damage="8"
				description=_ "curse"
				icon="attacks/curse.png"
				name="curse"
				number="3"
				range="ranged"
				type="cold"
				[specials]
					[chance_to_hit]
						cumulative="no"
#textdomain wesnoth
						description=_ "Magical:
This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked."
						id="magical"
						name=_ "magical"
						value="70"
					[/chance_to_hit]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Elvish Sharpshooter"
			alignment="neutral"
			alpha="256"
			attacks_left="1"
			cost="41"
			description="Slim of Stature, dexterous Hands
- - Seven Stones and Eleven
Left his Foes so slim a Chance
- - Seven Stones and Eleven
Marksman known as Dragonbane
'mongst the Statues here was slain
- - Seven Stones - and the Elven
(inscribed by Gauteamus)"
			die_sound="human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-1.ogg,elf-hit-2.ogg"
			experience="0"
			facing="se"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Elvish Marksman-109"
			image="units/elves-wood/marksman.png"
#textdomain wesnoth-units
			language_name=_ "Elvish Marksman"
			level="2"
			max_attacks="1"
			max_experience="56"
			max_hitpoints="1"
			max_moves="0"
			movement="6"
			movement_type="woodland"
			moves="0"
			profile="portraits/elves/marksman.png"
			race="elf"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Elvish Marksman"
			undead_variation="archer"
			underlying_id="109"
			unrenamable="yes"
			upkeep="full"
			usage="archer"
			x="2"
			y="11"
			zoc="yes"
			[defense]
				castle="40"
				cave="70"
				deep_water="80"
				flat="60"
				forest="30"
				frozen="70"
				fungus="50"
				hills="50"
				impassable="70"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="70"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="99"
				flat="1"
				forest="1"
				frozen="2"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="2"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="110"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[portrait]
				image="portraits/elves/transparent/marksman.png"
				mirror="true"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/elves/transparent/marksman.png"
				mirror="false"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="6"
				description=_ "sword"
				icon="attacks/sword-elven.png"
				name="sword"
				number="2"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="9"
				description=_ "longbow"
				icon="attacks/bow-elven-magic.png"
				name="longbow"
				number="4"
				range="ranged"
				type="pierce"
				[specials]
					[chance_to_hit]
						active_on="offense"
						cumulative="yes"
#textdomain wesnoth
						description=_ "Marksman:
When used offensively, this attack always has at least a 60% chance to hit."
						id="marksman"
						name=_ "marksman"
						value="60"
					[/chance_to_hit]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="chaotic"
			alpha="256"
			attacks_left="1"
			cost="41"
			description="Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area's goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn't move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!?
(inscribed by Elvish Pillager)"
			die_sound="wolf-die.wav"
			experience="0"
			facing="se"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Direwolf Rider-110"
			image="units/goblins/direwolver.png"
#textdomain wesnoth-units
			language_name=_ "Direwolf Rider"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="10"
			movement_type="orcishfoot"
			moves="0"
			name="Blum Duk"
			race="wolf"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Direwolf Rider"
			undead_variation="mounted"
			underlying_id="110"
			unrenamable="yes"
			upkeep="full"
			usage="scout"
			x="10"
			y="17"
			zoc="yes"
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="60"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="70"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="2"
				fungus="3"
				hills="1"
				impassable="99"
				mountains="2"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="100"
				blade="100"
				cold="100"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="9"
#textdomain wesnoth-units
				description=_ "fangs"
				icon="attacks/fangs-animal.png"
				name="fangs"
				number="4"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="4"
				description=_ "claws"
				icon="attacks/claws-animal.png"
				name="claws"
				number="4"
				range="melee"
				type="blade"
				[specials]
					[poison]
#textdomain wesnoth
						description=_ "Poison:
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison can not, of itself, kill a unit."
						id="poison"
						name=_ "poison"
					[/poison]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="100"
			description="Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as ''The Dragonbane.'' It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a ''counterattack'' in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt....."
			die_sound="drake-die.ogg"
			ellipse="misc/ellipse"
			experience="0"
			facing="se"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Armageddon Drake-111"
			image="units/drakes/armageddon.png"
#textdomain wesnoth-units
			language_name=_ "Armageddon Drake"
			level="4"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="5"
			movement_type="drakefly"
			moves="0"
			name="Rah Ihn Mar"
			profile="portraits/drakes/burner.png"
			race="drake"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Armageddon Drake"
			undead_variation="drake"
			underlying_id="111"
			unrenamable="yes"
			upkeep="full"
			usage="archer"
			x="11"
			y="14"
			zoc="yes"
			[defense]
				castle="60"
				cave="70"
				deep_water="80"
				flat="70"
				forest="60"
				frozen="80"
				fungus="60"
				hills="60"
				impassable="70"
				mountains="60"
				reef="70"
				sand="60"
				shallow_water="80"
				swamp_water="70"
				unwalkable="60"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="2"
				flat="1"
				forest="1"
				frozen="2"
				fungus="2"
				hills="1"
				impassable="99"
				mountains="1"
				reef="1"
				sand="1"
				shallow_water="1"
				swamp_water="1"
				unwalkable="1"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="130"
				blade="90"
				cold="150"
				fire="0"
				impact="80"
				pierce="110"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="15"
#textdomain wesnoth-units
				description=_ "claws"
				icon="attacks/claws-drake.png"
				name="claws"
				number="2"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="12"
				description=_ "fire breath"
				icon="attacks/fire-breath-drake.png"
				name="fire breath"
				number="6"
				range="ranged"
				type="fire"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="chaotic"
			alpha="256"
			attacks_left="1"
			cost="40"
			description="He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other's, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent's eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
(inscribed by Turin)"
			die_sound="water-blast.wav"
			experience="0"
			facing="sw"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Sea Serpent-112"
			image="units/monsters/seaserpent.png"
			language_name=_ "Sea Serpent"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="8"
			movement_type="deepsea"
			moves="0"
			profile="portraits/monsters/sea-serpent.png"
			race="monster"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Sea Serpent"
			undead_variation="swimmer"
			underlying_id="112"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="22"
			y="12"
			zoc="yes"
			[defense]
				castle="70"
				cave="80"
				deep_water="40"
				flat="70"
				forest="70"
				frozen="70"
				fungus="80"
				hills="70"
				impassable="80"
				mountains="80"
				reef="50"
				sand="70"
				shallow_water="50"
				swamp_water="40"
				unwalkable="80"
				village="70"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="1"
				flat="4"
				forest="5"
				frozen="2"
				fungus="3"
				hills="5"
				impassable="99"
				mountains="99"
				reef="2"
				sand="4"
				shallow_water="2"
				swamp_water="2"
				unwalkable="99"
				village="2"
			[/movement_costs]
			[resistance]
				arcane="100"
				blade="80"
				cold="40"
				fire="100"
				impact="70"
				pierce="100"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="18"
#textdomain wesnoth-units
				description=_ "fangs"
				icon="attacks/fangs-animal.png"
				name="fangs"
				number="2"
				range="melee"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="58"
			description="A brave hero of Wesnoth's Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilisk turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
(inscribed by Fynmiir)"
			die_sound="horse-die.ogg"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Grand Knight-113"
			image="units/human-loyalists/grand-knight.png"
			language_name=_ "Grand Knight"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="7"
			movement_type="mounted"
			moves="0"
			profile="portraits/humans/grand-knight.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Grand Knight"
			undead_variation="mounted"
			underlying_id="113"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="25"
			y="14"
			zoc="yes"
			[defense]
				castle="60"
				cave="80"
				deep_water="80"
				flat="60"
				forest="70"
				frozen="70"
				fungus="80"
				hills="60"
				impassable="80"
				mountains="80"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="4"
				deep_water="99"
				flat="1"
				forest="3"
				frozen="2"
				fungus="4"
				hills="2"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="80"
				cold="100"
				fire="100"
				impact="70"
				pierce="120"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="12"
#textdomain wesnoth-units
				description=_ "sword"
				icon="attacks/greatsword-human.png"
				name="sword"
				number="4"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="17"
				description=_ "lance"
				name="lance"
				number="2"
				range="melee"
				type="pierce"
				[specials]
					[damage]
						active_on="offense"
						apply_to="both"
#textdomain wesnoth
						description=_ "Charge:
When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack."
						id="charge"
						multiply="2"
						name=_ "charge"
					[/damage]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			advances_to="Ancient Wose"
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="31"
			description="Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun's glory.
However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for Woses, anyway), but Bramwythl was left behind - in their haste, no one had remembered to find him and tell him of the danger.
He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun's rays, under an open sky. His greatest wish has been granted.
(inscribed by Elvish Pillager)"
			die_sound="wose-die.ogg"
			experience="0"
			facing="se"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Elder Wose-114"
			image="units/woses/wose-elder.png"
#textdomain wesnoth-units
			language_name=_ "Elder Wose"
			level="2"
			max_attacks="1"
			max_experience="70"
			max_hitpoints="1"
			max_moves="0"
			movement="4"
			movement_type="treefolk"
			moves="0"
			name="Bramwythl"
			race="wose"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Elder Wose"
			undead_variation="wose"
			underlying_id="114"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="32"
			y="6"
			zoc="yes"
			[defense]
				castle="80"
				cave="80"
				deep_water="90"
				flat="80"
				forest="60"
				frozen="80"
				fungus="70"
				hills="70"
				impassable="80"
				mountains="70"
				reef="80"
				sand="80"
				shallow_water="80"
				swamp_water="70"
				unwalkable="80"
				village="80"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="99"
				flat="1"
				forest="1"
				frozen="2"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="2"
				swamp_water="2"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="130"
				blade="100"
				cold="90"
				fire="150"
				impact="60"
				pierce="40"
			[/resistance]
			[abilities]
				[hides]
					affect_self="yes"
#textdomain wesnoth
					description=_ "Ambush:
This unit can hide in forest, and remain undetected by its enemies.

Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement."
					description_inactive=_ "Ambush:
This unit can hide in forest, and remain undetected by its enemies.

Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement."
					female_name=_ "female^ambush"
					female_name_inactive=_ "female^ambush"
					id="ambush"
					name=_ "ambush"
					name_inactive=_ "ambush"
					[filter_self]
						[filter_location]
							terrain="*^Fp,*^Fet,*^Ft,*^Fpa,*^Fd*,*^Fm*"
						[/filter_location]
					[/filter_self]
				[/hides]
				[regenerate]
					affect_self="yes"
					description=_ "Regenerates:
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing."
					female_name=_ "female^regenerates"
					id="regenerates"
					name=_ "regenerates"
					poison="cured"
					value="8"
				[/regenerate]
			[/abilities]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="19"
#textdomain wesnoth-units
				description=_ "crush"
				icon="attacks/crush-wose.png"
				name="crush"
				number="2"
				range="melee"
				type="impact"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="50"
			description="General Talaer Ryndoc ankom dette stedet for å utkjempe en duell mot Feltmarskalk Aethec Corryn, men de to fant hverandre aldri."
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Iron Mauler-115"
			image="units/human-loyalists/siegetrooper.png"
			language_name=_ "Iron Mauler"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="4"
			movement_type="armoredfoot"
			moves="0"
			name="Talael Ryndoc"
			profile="portraits/humans/iron-mauler.png~RIGHT()"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Iron Mauler"
			underlying_id="115"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="34"
			y="11"
			zoc="yes"
			[defense]
				castle="50"
				cave="60"
				deep_water="80"
				flat="70"
				forest="60"
				frozen="80"
				fungus="60"
				hills="60"
				impassable="60"
				mountains="80"
				reef="80"
				sand="80"
				shallow_water="90"
				swamp_water="90"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="4"
				fungus="2"
				hills="3"
				impassable="99"
				mountains="99"
				reef="3"
				sand="2"
				shallow_water="4"
				swamp_water="4"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="50"
				cold="110"
				fire="110"
				impact="90"
				pierce="60"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[portrait]
				image="portraits/humans/transparent/iron-mauler.png"
				mirror="false"
				side="right"
				size="400"
			[/portrait]
			[trait]
				description=_ "Fights normally during unfavorable times of day/night"
				female_name=_ "female^fearless"
				id="fearless"
				male_name=_ "fearless"
			[/trait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="25"
#textdomain wesnoth-units
				description=_ "mace"
				name="mace"
				number="2"
				range="melee"
				type="impact"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="66"
			description="Feltmarskalk Aethec Corryns siste ord: ""Talael Ryndoc! Mitt tålmod har en ende! Jeg vender tilbake til Hadrics sal, for der å berette for hoffet at I, som den kujonen I er, uteble fra vår oppsatte duell! Skammen du vil få å lese i den laveste tjeners øyne vil være deg mer pinefull enn noen død du ville fått smake her""

Kanhende skulle han ikke ropt så høyt...."
			die_sound="human-die-1.ogg,human-die-2.ogg,human-die-3.ogg"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Grand Marshal-116"
			image="units/human-loyalists/marshal.png"
			language_name=_ "Grand Marshal"
			level="4"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="6"
			movement_type="smallfoot"
			moves="0"
			name="Aethec Corryn"
			profile="portraits/humans/marshal.png"
			race="human"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Grand Marshal"
			underlying_id="116"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="15"
			y="11"
			zoc="yes"
			[defense]
				castle="40"
				cave="60"
				deep_water="80"
				flat="60"
				forest="50"
				frozen="80"
				fungus="50"
				hills="50"
				impassable="60"
				mountains="40"
				reef="70"
				sand="70"
				shallow_water="80"
				swamp_water="80"
				unwalkable="80"
				village="40"
			[/defense]
			[movement_costs]
				castle="1"
				cave="2"
				deep_water="99"
				flat="1"
				forest="2"
				frozen="3"
				fungus="2"
				hills="2"
				impassable="99"
				mountains="3"
				reef="2"
				sand="2"
				shallow_water="3"
				swamp_water="3"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="80"
				blade="80"
				cold="100"
				fire="100"
				impact="80"
				pierce="80"
			[/resistance]
			[abilities]
				[leadership]
					affect_self="no"
					cumulative="no"
#textdomain wesnoth
					description=_ "Leadership:
This unit can lead our own units that are next to it, making them fight better.

Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
					female_name=_ "female^leadership"
					id="leadership"
					name=_ "leadership"
					value="100"
					[affect_adjacent]
						adjacent="n,ne,se,s,sw,nw"
						[filter]
							level="0"
						[/filter]
					[/affect_adjacent]
				[/leadership]
				[leadership]
					affect_self="no"
					cumulative="no"
					id="leadership"
					value="75"
					[affect_adjacent]
						adjacent="n,ne,se,s,sw,nw"
						[filter]
							level="1"
						[/filter]
					[/affect_adjacent]
				[/leadership]
				[leadership]
					affect_self="no"
					cumulative="no"
					id="leadership"
					value="50"
					[affect_adjacent]
						adjacent="n,ne,se,s,sw,nw"
						[filter]
							level="2"
						[/filter]
					[/affect_adjacent]
				[/leadership]
				[leadership]
					affect_self="no"
					cumulative="no"
					id="leadership"
					value="25"
					[affect_adjacent]
						adjacent="n,ne,se,s,sw,nw"
						[filter]
							level="3"
						[/filter]
					[/affect_adjacent]
				[/leadership]
			[/abilities]
			[advancement]
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[portrait]
				image="portraits/humans/transparent/marshal.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/humans/transparent/marshal.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="10"
#textdomain wesnoth-units
				description=_ "sword"
				icon="attacks/greatsword-human.png"
				name="sword"
				number="4"
				range="melee"
				type="blade"
			[/attack]
			[attack]
				damage="8"
				description=_ "crossbow"
				icon="attacks/crossbow-human.png"
				name="crossbow"
				number="3"
				range="ranged"
				type="pierce"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="neutral"
			alpha="256"
			attacks_left="1"
			cost="48"
			description="This brave warrior, known as Rilhon among the Naga, heard tell of a fabulous treasure that had been lost in these watery caves- a spear whose head was said to have been fashioned from the tooth of Chak'kso Ney'yks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chak'kso Ney'yks, who was, oddly enough, in possession of all of his teeth.
(inscribed by Paterson)"
			die_sound="naga-die.ogg"
			experience="0"
			facing="se"
			flag_rgb="magenta"
			flying="no"
			gender="male"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Naga Myrmidon-117"
			image="units/nagas/myrmidon.png"
			language_name=_ "Naga Myrmidon"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="7"
			movement_type="naga"
			moves="0"
			name="Rilhon"
			profile="portraits/nagas/fighter.png"
			race="naga"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Naga Myrmidon"
			undead_variation="swimmer"
			underlying_id="117"
			unrenamable="yes"
			upkeep="full"
			usage="fighter"
			x="20"
			y="12"
			zoc="yes"
			[defense]
				castle="50"
				cave="60"
				deep_water="50"
				flat="50"
				forest="60"
				frozen="80"
				fungus="60"
				hills="60"
				impassable="60"
				mountains="60"
				reef="30"
				sand="40"
				shallow_water="40"
				swamp_water="40"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="2"
				cave="2"
				deep_water="1"
				flat="2"
				forest="3"
				frozen="2"
				fungus="2"
				hills="3"
				impassable="99"
				mountains="5"
				reef="2"
				sand="1"
				shallow_water="1"
				swamp_water="1"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="100"
				blade="100"
				cold="120"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="9"
#textdomain wesnoth-units
				description=_ "sword"
				icon="attacks/sword-orcish.png"
				name="sword"
				number="5"
				range="melee"
				type="blade"
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			alignment="lawful"
			alpha="256"
			attacks_left="1"
			cost="52"
			description="Through waves and rocky channels
blue and white
she pulled and pushed the tides
and taught the fishes how to speak to planets
silver green
with magic
running from her spirit into skins of kelp and shells of snails
a twisting of her tail and hands
she sent her songs to run on pin-tipped legs about the sands
and now
and now the strangest pause
for years and years
she hasn't moved her eyes

(inscribed by MJQ)"
			die_sound="mermaid-die.ogg"
			experience="0"
			facing="sw"
			flag_rgb="magenta"
			flying="no"
			gender="female"
			goto_x="0"
			goto_y="0"
			hitpoints="1"
			id="Mermaid Siren-118"
			image="units/merfolk/siren.png"
			language_name=_ "Mermaid Siren"
			level="3"
			max_attacks="1"
			max_experience="105"
			max_hitpoints="1"
			max_moves="0"
			movement="7"
			movement_type="swimmer"
			moves="0"
			profile="portraits/merfolk/initiate.png"
			race="merman"
			random_gender="no"
			random_traits="no"
			resting="yes"
			side="3"
			type="Mermaid Siren"
			undead_variation="swimmer"
			underlying_id="118"
			unrenamable="yes"
			upkeep="full"
			usage="mixed fighter"
			x="17"
			y="11"
			zoc="yes"
			[defense]
				castle="60"
				cave="80"
				deep_water="50"
				flat="70"
				forest="70"
				frozen="70"
				fungus="80"
				hills="70"
				impassable="80"
				mountains="80"
				reef="30"
				sand="70"
				shallow_water="40"
				swamp_water="40"
				unwalkable="80"
				village="60"
			[/defense]
			[movement_costs]
				castle="1"
				cave="3"
				deep_water="1"
				flat="2"
				forest="5"
				frozen="2"
				fungus="3"
				hills="5"
				impassable="99"
				mountains="99"
				reef="2"
				sand="2"
				shallow_water="1"
				swamp_water="1"
				unwalkable="99"
				village="1"
			[/movement_costs]
			[resistance]
				arcane="100"
				blade="100"
				cold="80"
				fire="100"
				impact="100"
				pierce="100"
			[/resistance]
			[advancement]
#textdomain wesnoth
				description=_ "Max HP bonus +3, Max XP +20%"
				id="amla_default"
				image="misc/icon-amla-tough.png"
				max_times="100"
				strict_amla="yes"
				[effect]
					apply_to="hitpoints"
					heal_full="yes"
					increase_total="3"
				[/effect]
				[effect]
					apply_to="max_experience"
					increase="20%"
				[/effect]
				[effect]
					apply_to="status"
					remove="poisoned"
				[/effect]
				[effect]
					apply_to="status"
					remove="slowed"
				[/effect]
			[/advancement]
			[portrait]
				image="portraits/merfolk/transparent/initiate.png"
				mirror="false"
				side="left"
				size="400"
			[/portrait]
			[portrait]
				image="portraits/merfolk/transparent/initiate.png"
				mirror="true"
				side="right"
				size="400"
			[/portrait]
			[variables]
			[/variables]
			[status]
				hidden="yes"
				stoned="on"
			[/status]
			[attack]
				damage="12"
#textdomain wesnoth-units
				description=_ "naia touch"
				icon="attacks/touch-faerie.png"
				name="naia touch"
				number="1"
				range="melee"
				type="impact"
				[specials]
					[chance_to_hit]
						cumulative="no"
#textdomain wesnoth
						description=_ "Magical:
This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked."
						id="magical"
						name=_ "magical"
						value="70"
					[/chance_to_hit]
				[/specials]
			[/attack]
			[attack]
				damage="15"
#textdomain wesnoth-units
				description=_ "water spray"
				icon="attacks/waterspray.png"
				name="water spray"
				number="3"
				range="ranged"
				type="impact"
				[specials]
					[chance_to_hit]
						cumulative="no"
#textdomain wesnoth
						description=_ "Magical:
This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked."
						id="magical"
						name=_ "magical"
						value="70"
					[/chance_to_hit]
				[/specials]
			[/attack]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
	[/side]
	[time]
		blue="0"
		green="-20"
		id="dawn"
		image="misc/schedule-dawn.png"
		lawful_bonus="0"
		name=_ "Dawn"
		red="-20"
	[/time]
	[time]
		blue="0"
		green="0"
		id="morning"
		image="misc/schedule-morning.png"
		lawful_bonus="25"
		name=_ "Morning"
		red="0"
	[/time]
	[time]
		blue="0"
		green="0"
		id="afternoon"
		image="misc/schedule-afternoon.png"
		lawful_bonus="25"
		name=_ "Afternoon"
		red="0"
	[/time]
	[time]
		blue="-20"
		green="-20"
		id="dusk"
		image="misc/schedule-dusk.png"
		lawful_bonus="0"
		name=_ "Dusk"
		red="0"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="first_watch"
		image="misc/schedule-firstwatch.png"
		lawful_bonus="-25"
		name=_ "First Watch"
		red="-40"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="second_watch"
		image="misc/schedule-secondwatch.png"
		lawful_bonus="-25"
		name=_ "Second Watch"
		red="-40"
	[/time]
	[music]
		ms_after="0"
		ms_before="12000"
		name="knolls.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="wanderer.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="battle.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="transience.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="revelation.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="loyalists.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="the_king_is_dead.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="knalgan_theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="the_city_falls.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="nunc_dimittis.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="breaking_the_chains.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="elvish-theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="legends_of_the_north.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="traveling_minstrels.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="underground.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="vengeful.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="frantic.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="the_dangerous_symphony.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="heroes_rite.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="suspense.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="the_deep_path.ogg"
	[/music]
	[music]
		append="yes"
		ms_after="0"
		ms_before="12000"
		name="siege_of_laurelmor.ogg"
	[/music]
	[variables]
		damage_inflicted="8"
		side_number="2"
		turn_number="13"
	[/variables]
	[player]
		can_recruit="Bowman,Cavalryman,Fencer,Heavy Infantryman,Horseman,Mage,Merman Fighter,Spearman"
		gold="-1"
		gold_add="no"
		save_id="Gauteamus2"
	[/player]
	[player]
		can_recruit="Dwarvish Fighter,Dwarvish Guardsman,Dwarvish Thunderer,Dwarvish Ulfserker,Footpad,Gryphon Rider,Poacher,Thief"
		gold="-1"
		gold_add="no"
		save_id="LordMaryn1"
	[/player]
	[player]
		can_recruit="Drake Burner,Drake Clasher,Drake Fighter,Drake Glider,Saurian Augur,Saurian Skirmisher"
		gold="-1"
		gold_add="no"
		save_id="ai3"
	[/player]
	[label]
		colour="46,65,155,0"
		text="Fish King"
		visible_in_fog="yes"
		x="21"
		y="11"
	[/label]
[/snapshot]
[replay_start]
	current_tod="0"
	description="These caves were once the lair of Chak'kso Ney'yks, a legendary Elder Basilisk. The petrified forms of his victims remain as monuments to his savage power."
	experience_modifier="70"
	hash="McPgEzp.LJt7h.t1Qr.c0wdN6DSMrFSDz4LpPy.MjaHg-SJ4NO6RN7,AJkIOwBZE.K6Gt>F,tbOGluI+4Fgcg7SDu,wQihAGrihF1c3lurN0vQXAvq<LoFHYPrX2RHE1"
	id="multiplayer_Basilisk"
	map_data="border_size=1
usage=map

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"
	mp_countdown="no"
	mp_countdown_action_bonus="13"
	mp_countdown_init_time="270"
	mp_countdown_reservoir_time="330"
	mp_countdown_turn_bonus="60"
	mp_fog="yes"
	mp_shroud="no"
	mp_use_map_settings="yes"
	mp_village_gold="2"
	name="2p - Caves of the Basilisk"
	next_underlying_unit_id="0"
	objectives="Victory:
@Defeat enemy leader(s)"
	observer="yes"
	random_seed="3570"
	random_start_time="no"
	scenario="Ladder LordMaryn"
	turns="-1"
	version="1.6"
	[time]
		green="-20"
		id="dawn"
		image="misc/schedule-dawn.png"
		name=_ "Dawn"
		red="-20"
		sound="ambient/morning.ogg"
	[/time]
	[time]
		id="morning"
		image="misc/schedule-morning.png"
		lawful_bonus="25"
		name=_ "Morning"
	[/time]
	[time]
		id="afternoon"
		image="misc/schedule-afternoon.png"
		lawful_bonus="25"
		name=_ "Afternoon"
	[/time]
	[time]
		blue="-20"
		green="-20"
		id="dusk"
		image="misc/schedule-dusk.png"
		name=_ "Dusk"
		sound="ambient/night.ogg"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="first_watch"
		image="misc/schedule-firstwatch.png"
		lawful_bonus="-25"
		name=_ "First Watch"
		red="-40"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="second_watch"
		image="misc/schedule-secondwatch.png"
		lawful_bonus="-25"
		name=_ "Second Watch"
		red="-40"
	[/time]
	[music]
		ms_before="12000"
		name="knolls.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="wanderer.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="battle.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="transience.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_king_is_dead.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="knalgan_theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_city_falls.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="nunc_dimittis.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="revelation.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="loyalists.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="breaking_the_chains.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="elvish-theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="legends_of_the_north.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="traveling_minstrels.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="underground.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="vengeful.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="frantic.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_dangerous_symphony.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="heroes_rite.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="suspense.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_deep_path.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="siege_of_laurelmor.ogg"
	[/music]
	[event]
		name="prestart"
		[music]
			ms_before="12000"
			name="knolls.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="wanderer.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="battle.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="transience.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="revelation.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="loyalists.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_king_is_dead.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="knalgan_theme.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_city_falls.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="nunc_dimittis.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="breaking_the_chains.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="elvish-theme.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="legends_of_the_north.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="traveling_minstrels.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="underground.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="vengeful.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="frantic.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_dangerous_symphony.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="heroes_rite.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="suspense.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_deep_path.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="siege_of_laurelmor.ogg"
		[/music]
	[/event]
	[era]
		id="era_default"
#textdomain wesnoth-multiplayer
		name=_ "Default"
		[multiplayer_side]
			flag_rgb="magenta"
			id="Random"
			image="units/random-dice.png"
			name=_ "Random"
			random_faction="yes"
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Loyalists"
			image="units/human-loyalists/lieutenant.png"
			leader="Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage"
			name=_ "Loyalists"
			random_leader="Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage"
			recruit="Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter"
			terrain_liked="Gg, Ww, Wo"
			type="Lieutenant"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Rebels"
			image="units/elves-wood/captain.png"
			leader="Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,White Mage,Red Mage,Elder Wose"
			name=_ "Rebels"
			random_leader="Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Red Mage"
			recruit="Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Wose,Merman Hunter"
			terrain_liked="Ff, Fa, Ss, Ww"
			type="Elvish Captain"
			[ai]
				recruitment_pattern="fighter,fighter,archer,archer,mixed fighter,healer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Northerners"
			image="units/orcs/warrior.png"
			leader="Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer"
			name=_ "Northerners"
			recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Naga Fighter,Goblin Spearman"
			terrain_liked="Hh, Ha, Mm, Ss"
			type="Orcish Warrior"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Undead"
			image="units/undead-necromancers/dark-sorcerer.png"
			leader="Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage"
			name=_ "Undead"
			random_leader="Dark Sorcerer,Revenant,Deathblade,Bone Shooter"
			recruit="Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul"
			terrain_liked="Ss, Hh, Ha, Ww"
			type="Dark Sorcerer"
			[ai]
				recruitment_pattern="fighter,fighter,archer,fighter,scout,archer"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Knalgan Alliance"
			image="units/dwarves/steelclad.png"
			leader="Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper"
			name=_ "Knalgan Alliance"
			random_leader="Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper"
			recruit="Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider"
			terrain_liked="Hh, Ha, Mm"
			type="Dwarvish Steelclad"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Drakes"
			image="units/drakes/flare.png"
			leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer"
			name=_ "Drakes"
			random_leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior"
			recruit="Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur"
			terrain_liked="Hh, Ha, Ds, Ss"
			type="Drake Flare"
			[ai]
				recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[event]
			name="prestart"
			[store_unit]
				kill="yes"
				variable="leaders_to_make_quick"
				[filter]
					canrecruit="yes"
					[filter_wml]
						max_moves="4"
					[/filter_wml]
				[/filter]
			[/store_unit]
			[set_variable]
				name="i"
				value="0"
			[/set_variable]
			[while]
				[variable]
					less_than="$leaders_to_make_quick.length"
					name="i"
				[/variable]
				[do]
					[set_variables]
						mode="merge"
						name="leaders_to_make_quick[$i].modifications"
						[literal]
							[trait]
#textdomain wesnoth
								female_name=_ "female^quick"
								id="quick"
								male_name=_ "quick"
								[effect]
									apply_to="movement"
									increase="1"
								[/effect]
								[effect]
									apply_to="hitpoints"
									increase_total="-5%"
								[/effect]
							[/trait]
						[/literal]
					[/set_variables]
					[clear_variable]
						name="leaders_to_make_quick[$i].max_moves,leaders_to_make_quick[$i].moves,leaders_to_make_quick[$i].max_hitpoints,leaders_to_make_quick[$i].hitpoints"
					[/clear_variable]
					[unstore_unit]
						variable="leaders_to_make_quick[$i]"
					[/unstore_unit]
					[set_variable]
						add="1"
						name="i"
					[/set_variable]
				[/do]
			[/while]
			[clear_variable]
				name="i"
			[/clear_variable]
			[clear_variable]
				name="leaders_to_make_quick"
			[/clear_variable]
		[/event]
	[/era]
	[side]
		allow_changes="yes"
		allow_player="yes"
		canrecruit="yes"
		colour="1"
		controller="human"
		current_player="LordMaryn"
		flag_rgb="magenta"
		fog="yes"
		gender="male"
		gold="100"
		id="LordMaryn1"
		image="units/dwarves/steelclad.png"
		income="0"
		leader="Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper"
		mp_countdown="no"
		mp_countdown_action_bonus="13"
		mp_countdown_init_time="270"
		mp_countdown_reservoir_time="330"
		mp_countdown_turn_bonus="60"
		name="LordMaryn"
		random_leader="Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper"
		recruit="Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider"
		save_id="LordMaryn1"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="1"
		team_name="north"
		terrain_liked="Hh, Ha, Mm"
		type="Dwarvish Steelclad"
		user_team_name="wesnoth-multiplayerteamname^North"
		village_gold="2"
		[ai]
			recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
	[/side]
	[side]
		allow_changes="yes"
		allow_player="yes"
		canrecruit="yes"
		colour="2"
		controller="network"
		current_player="Gauteamus"
		flag_rgb="magenta"
		fog="yes"
		gender="male"
		gold="100"
		id="Gauteamus2"
		image="units/human-loyalists/lieutenant.png"
		income="0"
		leader="Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage"
		mp_countdown="no"
		mp_countdown_action_bonus="13"
		mp_countdown_init_time="270"
		mp_countdown_reservoir_time="330"
		mp_countdown_turn_bonus="60"
		name="Gauteamus"
		random_leader="Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage"
		recruit="Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter"
		save_id="Gauteamus2"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="2"
		team_name="south"
		terrain_liked="Gg, Ww, Wo"
		type="Pikeman"
		user_team_name="wesnoth-multiplayerteamname^South"
		village_gold="2"
		[ai]
			recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
	[/side]
	[side]
		allow_changes="yes"
		allow_player="no"
		canrecruit="no"
		colour="5"
		controller="ai"
		flag_rgb="magenta"
		fog="yes"
		gender="male"
		gold="100"
		hidden="yes"
		id="ai3"
		image="units/drakes/flare.png"
		income="0"
		leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer"
		mp_countdown="no"
		mp_countdown_action_bonus="13"
		mp_countdown_init_time="270"
		mp_countdown_reservoir_time="330"
		mp_countdown_turn_bonus="60"
		name=_ "Computer player"
		no_leader="yes"
		random_leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior"
		recruit="Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur"
		save_id="ai3"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="3"
		team_name="statues"
		terrain_liked="Hh, Ha, Ds, Ss"
		type="Drake Slasher"
		user_team_name="statues"
		village_gold="2"
		[unit]
#textdomain wesnoth-multiplayer
			description=_ "The winds of the dark sky blew so cold,
The moon was high, the night was old,
Brave was the drake that dared forsake
His home to steal the Basilisk's gold.

On that dark night, the skies so churned,
He disregarded what he had learned,
Foolish but brave, to the Basilisk's cave,
He flew, and the fire within him burned.

Alas, that fire burns no more,
For the Basilisk, with one mighty roar,
Chilled him to the bone, and he turned to stone,
And so he stays forevermore.

The winds of the sky blow so cold,
The years pass by, the days are old,
Here stands that drake, who dared forsake
His home to steal the Basilisk's gold.
(inscribed by Flametrooper)"
			random_traits="no"
			type="Sky Drake"
			unrenamable="yes"
			x="27"
			y="14"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: ''The Hunts-Foes-In-Boiling-Rivers Clan''). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: ''After he was bound and cast from the Upper World, Chak'kso's enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channeled through ''pathways of stone'' that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chak'kso's hatred.'' Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having traveled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar."
			facing="sw"
			name=_ "Xikkrisx"
			random_traits="no"
			type="Saurian Flanker"
			unrenamable="yes"
			x="40"
			y="8"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled ''Ney'yks of the Granite Gaze,'' and told of a creature known as the ''Chak'kso Ney'yks,'' a name which, in an ancient saurian tongue, meant ''Eldest Child of Chak'kso.'' Chak'kso was believed to have been a powerful demigod of the Under Reaches, described as a ''great demon of the earth'' in the Elvish Histories. According to these histories, Chak'kso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as ''The Ney'yks,'' or ''The Eldest Child,'' in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey..."
			facing="sw"
			name=_ "Oxsrrsk"
			random_traits="no"
			type="Saurian Oracle"
			unrenamable="yes"
			x="39"
			y="8"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Slim of Stature, dexterous Hands
- - Seven Stones and Eleven
Left his Foes so slim a Chance
- - Seven Stones and Eleven
Marksman known as Dragonbane
'mongst the Statues here was slain
- - Seven Stones - and the Elven
(inscribed by Gauteamus)"
			random_traits="no"
			type="Elvish Marksman"
			unrenamable="yes"
			x="2"
			y="11"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area's goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn't move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!?
(inscribed by Elvish Pillager)"
			name=_ "Blum Duk"
			random_traits="no"
			type="Direwolf Rider"
			unrenamable="yes"
			x="10"
			y="17"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as ''The Dragonbane.'' It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a ''counterattack'' in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt....."
			name=_ "Rah Ihn Mar"
			random_traits="no"
			type="Armageddon Drake"
			unrenamable="yes"
			x="11"
			y="14"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other's, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent's eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
(inscribed by Turin)"
			facing="sw"
			random_traits="no"
			type="Sea Serpent"
			unrenamable="yes"
			x="22"
			y="12"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "A brave hero of Wesnoth's Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilisk turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
(inscribed by Fynmiir)"
			facing="sw"
			random_traits="no"
			type="Grand Knight"
			unrenamable="yes"
			x="25"
			y="14"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun's glory.
However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for Woses, anyway), but Bramwythl was left behind - in their haste, no one had remembered to find him and tell him of the danger.
He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun's rays, under an open sky. His greatest wish has been granted.
(inscribed by Elvish Pillager)"
			name=_ "Bramwythl"
			random_traits="no"
			type="Elder Wose"
			unrenamable="yes"
			x="32"
			y="6"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "General Talael Ryndoc came to this place to fight a duel with the Grand Marshal Aethec Corryn, but the two men never found one another. "
			facing="sw"
			name=_ "Talael Ryndoc"
			random_traits="no"
			type="Iron Mauler"
			unrenamable="yes"
			x="34"
			y="11"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "The last words spoken by Grand Marshal Aethec Corryn: ''Talael Ryndoc! I am through searching for you! I shall make my way back to Haldric's Hall, and inform the court that you were too much of a coward to attend our duel! Your disgrace shall be more agonizing than the death I'd have given you!''

Perhaps he should not have shouted quite so loudly.... "
			facing="sw"
			name=_ "Aethec Corryn"
			random_traits="no"
			type="Grand Marshal"
			unrenamable="yes"
			x="15"
			y="11"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "This brave warrior, known as Rilhon among the Naga, heard tell of a fabulous treasure that had been lost in these watery caves- a spear whose head was said to have been fashioned from the tooth of Chak'kso Ney'yks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chak'kso Ney'yks, who was, oddly enough, in possession of all of his teeth.
(inscribed by Paterson)"
			name=_ "Rilhon"
			random_traits="no"
			type="Naga Myrmidon"
			unrenamable="yes"
			x="20"
			y="12"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[unit]
			description=_ "Through waves and rocky channels
blue and white
she pulled and pushed the tides
and taught the fishes how to speak to planets
silver green
with magic
running from her spirit into skins of kelp and shells of snails
a twisting of her tail and hands
she sent her songs to run on pin-tipped legs about the sands
and now
and now the strangest pause
for years and years
she hasn't moved her eyes

(inscribed by MJQ)"
			facing="sw"
			random_traits="no"
			type="Mermaid Siren"
			unrenamable="yes"
			x="17"
			y="11"
			[status]
				stoned="on"
			[/status]
			[modifications]
				[trait]
					id="remove_hp"
					[effect]
						apply_to="hitpoints"
						increase_total="-100%"
					[/effect]
					[effect]
						apply_to="movement"
						set="0"
					[/effect]
				[/trait]
			[/modifications]
		[/unit]
		[ai]
			recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
	[/side]
[/replay_start]
[statistics]
	mid_scenario="yes"
	[scenario]
		scenario="2p - Caves of the Basilisk"
		[team]
			[recruits]
				Cavalryman="3"
				Heavy Infantryman="1"
				Horseman="3"
				Mage="2"
				Merman Fighter="2"
				Spearman="4"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
				Merman Warrior="1"
			[/advances]
			[deaths]
				Cavalryman="1"
				Horseman="1"
				Mage="2"
				Merman Fighter="1"
			[/deaths]
			[killed]
				Dwarvish Fighter="1"
				Dwarvish Guardsman="1"
				Dwarvish Thunderer="1"
				Dwarvish Ulfserker="4"
				Gryphon Rider="2"
			[/killed]
			[attacks]
				[sequence]
					s0="1"
					s000="2"
					s001="1"
					s110="1"
					_num="30"
				[/sequence]
				[sequence]
					s00="1"
					s001="1"
					s1="2"
					s100="2"
					s111="2"
					_num="50"
				[/sequence]
				[sequence]
					s11="1"
					s111011001="1"
					_num="60"
				[/sequence]
				[sequence]
					s0111101="1"
					s1="2"
					s100="1"
					s101="2"
					s110="1"
					s111="2"
					_num="70"
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					s="1"
					_num="0"
				[/sequence]
				[sequence]
					s="1"
					_num="30"
				[/sequence]
				[sequence]
					s10="1"
					s101="1"
					s11="1"
					s110="1"
					_num="50"
				[/sequence]
				[sequence]
					s="1"
					s0="1"
					s00="1"
					s0011111="1"
					s011="1"
					s1="2"
					s11="1"
					s110="1"
					s111="2"
					_num="70"
				[/sequence]
			[/defends]
			recruit_cost="263"
			recall_cost="0"
			damage_inflicted="429"
			damage_taken="359"
			expected_damage_inflicted="399324"
			expected_damage_taken="394584"
			turn_damage_inflicted="0"
			turn_damage_taken="0"
			turn_expected_damage_inflicted="0"
			turn_expected_damage_taken="0"
			save_id="Gauteamus2"
		[/team]
		[team]
			[recruits]
				Dwarvish Fighter="1"
				Dwarvish Guardsman="1"
				Dwarvish Thunderer="1"
				Dwarvish Ulfserker="4"
				Gryphon Rider="2"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
			[/advances]
			[deaths]
				Dwarvish Fighter="1"
				Dwarvish Guardsman="1"
				Dwarvish Thunderer="1"
				Dwarvish Ulfserker="4"
				Gryphon Rider="2"
			[/deaths]
			[killed]
				Cavalryman="1"
				Horseman="1"
				Mage="2"
				Merman Fighter="1"
			[/killed]
			[attacks]
				[sequence]
					s0="1"
					s00="1"
					s0000000011="1"
					s001="1"
					s100="1"
					s101="1"
					_num="40"
				[/sequence]
				[sequence]
					s00="1"
					s1="1"
					_num="50"
				[/sequence]
				[sequence]
					s0="1"
					s011="1"
					s1="2"
					s101="1"
					s11="1"
					s110="1"
					s111="1"
					s111011011="1"
					_num="60"
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					s="1"
					_num="0"
				[/sequence]
				[sequence]
					s00="2"
					s01="1"
					s10="1"
					_num="40"
				[/sequence]
				[sequence]
					s="4"
					s0="1"
					s010="1"
					s011="1"
					s0111011001="1"
					s1="3"
					s100="2"
					s101="1"
					s11="1"
					s111="1"
					_num="60"
				[/sequence]
				[sequence]
					s10="2"
					s111111010111="1"
					_num="70"
				[/sequence]
			[/defends]
			recruit_cost="176"
			recall_cost="0"
			damage_inflicted="359"
			damage_taken="429"
			expected_damage_inflicted="394584"
			expected_damage_taken="399324"
			turn_damage_inflicted="7"
			turn_damage_taken="0"
			turn_expected_damage_inflicted="6552"
			turn_expected_damage_taken="749"
			save_id="LordMaryn1"
		[/team]
		[team]
			[recruits]
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
			[/advances]
			[deaths]
			[/deaths]
			[killed]
			[/killed]
			[attacks]
			[/attacks]
			[defends]
			[/defends]
			recruit_cost="0"
			recall_cost="0"
			damage_inflicted="0"
			damage_taken="0"
			expected_damage_inflicted="0"
			expected_damage_taken="0"
			turn_damage_inflicted="0"
			turn_damage_taken="0"
			turn_expected_damage_inflicted="0"
			turn_expected_damage_taken="0"
			save_id="ai3"
		[/team]
	[/scenario]
[/statistics]
