version="1.18.7"
abbrev=""
active_mods=""
campaign=""
campaign_define=""
campaign_extra_defines=""
campaign_name=""
campaign_type="multiplayer"
core="default"
difficulty="NORMAL"
end_credits=yes
end_text=""
end_text_duration=0
era_define=""
era_id="ladder_test_era"
label="2p — Hornshark Island"
mod_defines=""
oos_debug=no
random_mode=""
scenario_define=""
version="1.18.7"
[multiplayer]
	experience_modifier=70
	hash="akaOkjeOORDQJrKi4OzxGznzKxpioepFFOeALU65QF>RHB>Qi7qhFkuN7>4w>oXOBv2Yg44AqOP+j<iPsdf-R+6rVTNHT0F2Lp0ItjqoIwluer4Fth+pxagngf2wIPuS"
	mp_campaign=""
	mp_countdown=yes
	mp_countdown_action_bonus=30
	mp_countdown_init_time=390
	mp_countdown_reservoir_time=390
	mp_countdown_turn_bonus=300
	mp_era_name="Ladder Test Era"
	mp_fog=yes
	mp_num_turns=-1
	mp_random_start_time=no
	mp_scenario="multiplayer_Hornshark_Island_Ladder_Random"
	mp_scenario_name="2p — Hornshark Island"
	mp_shroud=no
	mp_use_map_settings=no
	mp_village_gold=2
	mp_village_support=1
	observer=yes
	private_replay=no
	random_faction_mode="No Mirror"
	savegame=no
	scenario="ladder + timer"
	shuffle_sides=yes
	side_users="id1:Roge_Tebnelok,id2:Blop"
	[options]
		[multiplayer]
			id="Ladder_All_Maps"
			[option]
				id="multiplayer_Aethermaw_Ladder_Random"
				value=no
			[/option]
			[option]
				id="multiplayer_Arcanclave_Citadel_Ladder_Random"
				value=no
			[/option]
			[option]
				id="multiplayer_Basilisk_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Clearing_Gushes_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Den_of_Onis_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Fallenstar_Lake_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Hamlets_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Hellhole_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Hornshark_Island_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Howling_Ghost_Badlands_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Ruined_Passage_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Ruphus_Isle_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Sablestone_Delta_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Silverhead_Crossing_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Sullas_Ruins_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Swamp_of_Dread_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_The_Freelands_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_The_Walls_of_Pyrennis_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Tombs_of_Kesorak_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_Weldyn_Channel_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_elensefar_courtyard_Ladder_Random"
				value=yes
			[/option]
			[option]
				id="multiplayer_thousand_stings_garrison_Ladder_Random"
				value=yes
			[/option]
		[/multiplayer]
	[/options]
	[addon]
		id="Ladder_Era"
		min_version="1.0.7"
		name="Ladder Era"
		required=yes
		version="1.2.1"
		[content]
			id="multiplayer_Hornshark_Island_Ladder_Random"
			name="2p — Hornshark Island"
			type="scenario"
		[/content]
		[content]
			id="ladder_test_era"
			name="Ladder Era"
			type="era"
		[/content]
	[/addon]
[/multiplayer]
[statistics]
	[scenario]
		scenario="Ladder All Maps"
	[/scenario]
	[scenario]
		scenario="2p — Hornshark Island"
		[team]
			[recruits]
				1="L_Drake Glider"
				2="L_Drake Fighter Ladder_1"
				4="L_Saurian Augur,L_Saurian Skirmisher"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
			[/advances]
			[deaths]
				1="Saurian Augur,Saurian Skirmisher,Young Ogre"
				2="L_Saurian Skirmisher"
				3="L_Saurian Augur"
			[/deaths]
			[killed]
				1="L_Dwarvish Guardsman Ladder_1,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Rogue"
			[/killed]
			[attacks]
				[sequence]
					1="s000"
					_num=30
				[/sequence]
				[sequence]
					1="s010,s011,s1,s100"
					_num=40
				[/sequence]
				[sequence]
					1="s0100,s100"
					_num=50
				[/sequence]
				[sequence]
					1="s101"
					_num=60
				[/sequence]
				[sequence]
					1="s001,s011,s101,s110,s111101"
					2="s111,s11"
					_num=70
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					1="s10"
					_num=30
				[/sequence]
				[sequence]
					1="s,s000,s1,s11,s110"
					2="s10"
					_num=40
				[/sequence]
				[sequence]
					1="s,s11"
					_num=50
				[/sequence]
				[sequence]
					1="s10"
					_num=60
				[/sequence]
				[sequence]
					1="s10,s1011,s11,s1100,s11001"
					2="s"
					_num=70
				[/sequence]
			[/defends]
			[attacks_taken]
				[sequence]
					2="s"
					_num=0
				[/sequence]
				[sequence]
					1="s1,s10"
					4="s0"
					_num=40
				[/sequence]
				[sequence]
					1="s1,s110"
					2="s111"
					_num=60
				[/sequence]
				[sequence]
					1="s,s01,s011011"
					2="s101"
					_num=70
				[/sequence]
			[/attacks_taken]
			[defends_taken]
				[sequence]
					1="s001,s01,s011,s10,s101,s110,s1100"
					2="s010"
					3="s1"
					_num=40
				[/sequence]
				[sequence]
					1="s1"
					_num=50
				[/sequence]
				[sequence]
					1="s1,s1101000101"
					2="s11"
					_num=60
				[/sequence]
				[sequence]
					1="s101"
					_num=70
				[/sequence]
			[/defends_taken]
			[turn_by_cth_inflicted]
			[/turn_by_cth_inflicted]
			[turn_by_cth_taken]
			[/turn_by_cth_taken]
			recruit_cost=174
			recall_cost=0
			damage_inflicted=254
			damage_taken=301
			expected_damage_inflicted=229500
			expected_damage_taken=230800
			turn_damage_inflicted=0
			turn_damage_taken=0
			turn_expected_damage_inflicted=0
			turn_expected_damage_taken=0
			save_id="id1"
		[/team]
		[team]
			[recruits]
				1="L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Gryphon Rider"
				2="L_Thief Ladder_1,L_Dwarvish Guardsman Ladder_1"
				4="L_Dwarvish Fighter Ladder_5"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
				1="L_Rogue"
			[/advances]
			[deaths]
				1="L_Dwarvish Guardsman Ladder_1,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Rogue"
			[/deaths]
			[killed]
				1="Saurian Augur,Saurian Skirmisher,Young Ogre"
				2="L_Saurian Skirmisher"
				3="L_Saurian Augur"
			[/killed]
			[attacks]
				[sequence]
					1="s001,s01,s011,s10,s101,s110,s1100"
					2="s010"
					3="s1"
					_num=40
				[/sequence]
				[sequence]
					1="s1"
					_num=50
				[/sequence]
				[sequence]
					1="s1,s1101000101"
					2="s11"
					_num=60
				[/sequence]
				[sequence]
					1="s101"
					_num=70
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					2="s"
					_num=0
				[/sequence]
				[sequence]
					1="s1,s10"
					4="s0"
					_num=40
				[/sequence]
				[sequence]
					1="s1,s110"
					2="s111"
					_num=60
				[/sequence]
				[sequence]
					1="s,s01,s011011"
					2="s101"
					_num=70
				[/sequence]
			[/defends]
			[attacks_taken]
				[sequence]
					1="s10"
					_num=30
				[/sequence]
				[sequence]
					1="s,s000,s1,s11,s110"
					2="s10"
					_num=40
				[/sequence]
				[sequence]
					1="s,s11"
					_num=50
				[/sequence]
				[sequence]
					1="s10"
					_num=60
				[/sequence]
				[sequence]
					1="s10,s1011,s11,s1100,s11001"
					2="s"
					_num=70
				[/sequence]
			[/attacks_taken]
			[defends_taken]
				[sequence]
					1="s000"
					_num=30
				[/sequence]
				[sequence]
					1="s010,s011,s1,s100"
					_num=40
				[/sequence]
				[sequence]
					1="s0100,s100"
					_num=50
				[/sequence]
				[sequence]
					1="s101"
					_num=60
				[/sequence]
				[sequence]
					1="s001,s011,s101,s110,s111101"
					2="s111,s11"
					_num=70
				[/sequence]
			[/defends_taken]
			[turn_by_cth_inflicted]
				[hitrate_map_entry]
					cth=40
					[stats]
						hits=3
						strikes=4
					[/stats]
				[/hitrate_map_entry]
				[hitrate_map_entry]
					cth=50
					[stats]
						hits=1
						strikes=1
					[/stats]
				[/hitrate_map_entry]
				[hitrate_map_entry]
					cth=70
					[stats]
						hits=6
						strikes=9
					[/stats]
				[/hitrate_map_entry]
			[/turn_by_cth_inflicted]
			[turn_by_cth_taken]
				[hitrate_map_entry]
					cth=30
					[stats]
						hits=1
						strikes=2
					[/stats]
				[/hitrate_map_entry]
				[hitrate_map_entry]
					cth=40
					[stats]
						hits=6
						strikes=10
					[/stats]
				[/hitrate_map_entry]
			[/turn_by_cth_taken]
			recruit_cost=186
			recall_cost=0
			damage_inflicted=301
			damage_taken=254
			expected_damage_inflicted=230800
			expected_damage_taken=229500
			turn_damage_inflicted=67
			turn_damage_taken=61
			turn_expected_damage_inflicted=52400
			turn_expected_damage_taken=39600
			save_id="id2"
		[/team]
	[/scenario]
[/statistics]
[carryover_sides]
	next_scenario=""
	next_underlying_unit_id=2
	random_calls=0
	random_seed="56d370b4"
	[variables]
	[/variables]
[/carryover_sides]
[snapshot]
	can_end_turn=yes
	cannot_end_turn_reason=""
	current_time=2
	defeat_music=""
	description="Players must forge strange alliances with the local inhabitants, in order to survive on this most unusual of islands. Designed by Doc Paterson."
	do_healing=yes
	experience_modifier=70
	id="multiplayer_Hornshark_Island_Ladder_Random"
	init_side_done=yes
	it_is_a_new_turn=no
	loaded_resources=""
	map_data="Ur, Ur, Ur, Ww, Wwf, Wwf, Wwf, Ww, Ww, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme
Ww, Ur, Wwf, Wwf, Ur, Gs, Gs, Wwf, Wwf, Ww, Ww, Wo, Ww, Ww, Ww, Wo, Ww, Ww, Ww, Wo, Wo, Wo, Wo, Wo, Ww, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme
Ww, Wwf, Mm, Mv^Xo, Mm, Ur^Ft, Hh, Gs, Gs, Wwf, Ww, Ww, Wwf, Wwf, Wwf, Ww, Tb^Tf, Ww, Ds, Ww, Ww, Ww, Ww, Ww, 1 Ce, Ww, Ww, Ww^_fme, Ww^_fme, Wo^_fme, Wo^_fme, Wo^_fme
Ww, Wwf, Ur, Mm, Uh, Tb^Tf, Wwf, Gs, Ss^Vhs, Wwf, Wwf, Wwf, Gs, Gs, Wwf, Hh, Gs^Tf, Ce, Ce, Ds, Ds, Ds, Ww^Bw/, Ww^Bw/, Ww, Ww^Bw\, Ww^Bw\, Ww, Ww, Ww^_fme, Wo^_fme, Wo^_fme
Ww, Ww^Vm, Ur^Tf, Ur^Ft, Mm^Xm, Wwf, Tb^Tf, Hh^Fds, Wwf, Ww, Gs, Gs, Hh, Gs, Gs, Wwf, Wwf, Wwf, Wwf, Ke, Ce, Ce, Ww, Ww, Ww, Ww, Ww, Ww^Bw\, Ww^Bw\, Ww, Ww, Wo^_fme
Mm^Xm, Ur, Mm^Xm, Mm^Xm, Mm^Xm, Mm^Xm, Ur, Gs, Wwf, Wwf, Ur^Tf, Ur, Ur^Ft, Gs^Ft, Ur, Gs, Wwf, Gs^Vht, Gs, Wwf, Wwf, Wwf, Wwf, Ww, Wwf, Gs, Gs^Ft, Wwf, Wwf, Ke, Ce, Ww
Mm^Xm, Mm^Xm, Hh, Mm, Hh, Ur, Wwf, Wwf, Wwf, Ur^Ft, Mm^Xm, Mv^Xo, Mm, Ur, Uu^Vud, Wwf, Gs, Hh, Hh^Fds, Wwf, Gs, Gs, Gs, Wwf, Gs, Gs, Uh, Ur^Tf, Ur^Ft, Wwf, Ce, Ds
Wo, Wwf, Wwf, Wwf, Wwf, Wwf, Gs^Tf, Gs, Wwf, Uh, Uh, Mm^Xm, Ur, Ur, Wwf, Wwf, Gs, Gs^Ft, Tb^Tf, Gs, Ke, Gs, Wwf, Wwf, Ur, Ur, Mm, Mv^Xo, Mm, Wwf, Ce, Ds
Ur^Ft, Ww, Wwf, Wwf, Gs^Tf, Gs^Ft, Gs^Fds, Gs, Wwf, Gs, Gd, Ur, Gd, Gs^Tf, Gs, Ww, Ww, Gs, Gs, Gd, Ce, Wwf, Gs, Gs, Gs^Tf, Ur^Ft, Uh, Mm^Xm, Wwf, Wwf, Ce, Ds
Mv^Xo, Ur, Ur^Tf, Wwf, Ww, Gs, Gs, Gs, Wwf, Gs, Ce, Ke, Gs, Gd, Gs^Ft, Gs, Gs, Wwf, Gs, Gs, Ce, Wwf, Hh^Fds, Gs, Gd, Gd, Gd, Uu^Vud, Wwf, Ce, Ds, Ds
Mm, Mm^Xm, Uh, Gs, Gs, Ww, Wwf, Wwf, Wwf, Gs^Ft, Hh, Ce, Wwf, Hh, Gs^Tf, Gs, Gs^Vht, Wwf, Wwf, Wwf, Wwf, Wwf, Ww, Gs, Gs^Ft, Gs, Gs, Gs^Tf, Wwf, Ce, Ww, Ww
Uh, Ur^Ft, Ur, Ur, Wwf, Wwf, Uh, Ur, Ur^Ft, Wwf, Wwf, Wwf, Gs, Ww, Wwf, Wwf, Wwf, Wwf, Gs, Gs, Gs, Gs, Gs, Wwf, Ww, Gs, Wwf, Wwf, Wo, Wwf, Ww, Wo
Ur, Ur, Wwf, Wwf, Gs^Vht, Uu, Mm, Mv^Xo, Mm, Ur^Tf, Gs, Wwf, Gs, Gs, Wwf, Gs, Gs^Ft, Gs^Fds, Ur^Tf, Gd, Hh, Gs, Ww, Wwf, Hh^Fms, Ww, Gs^Tf, Gs^Ft, Gs, Wwf, Wwf, Ww
Mm, Gs, Wwf, Gs^Tf, Gd, Ur^Ft, Uh, Mm^Xm, Ur, Ur, Gs, Wwf, Gs^Ft, Hh, Wwf, Gs, Ur, Uh, Mv^Xo, Ur, Ur, Wwf, Wwf, Gs, Gs, Gs, Gd, Gs, Hh, Gs, Wwf, Ww
Gs^Fds, Wwf, Wwf, Gs, Gs, Gs, Gs, Ur^Ft, Gs, Gs, Wwf, Wwf, Gs, Tb^Tf, Gs, Wwf, Ur, Mm, Mm^Xm, Mm^Xm, Ur, Ss^Vhs, Uu, Wwf, Gs, Gd, Gs^Vht, Gs^Ft, Mm, Mm^Xm, Wwf, Ww
Ww, Wwf, Gs^Fds, Wwf, Wwf, Hh, Ww, Gs, Wwf, Wwf, Gs^Tf, Gs, Gd, Hh^Fds, Gs, Wwf, Gs, Ur^Ft, Ur, Uh, Gs, Tb^Tf, Wwf, Wwf, Hh, Tb^Tf, Wwf, Wwf, Wwf, Gs^Fds, Wwf, Ww
Ww, Wwf, Hh, Gs^Tf, Wwf, Ww, Wwf, Wwf, Wo, Wwf, Ss^Vhs, Gs, Gd, Gd, Gs, Wwf, Wwf, Gs, Gs, Gd, Gs, Wwf, Gs, Gs, Gs, Wo, Gs^Tf, Gs, Gs, Ww, Wwf, Wo
Ww, Wwf, Wwf, Wwf, Ur, Gs, Gs, Gs, Gs, Wwf, Wwf, Gs, Gs, Gs, Wwf, Wwf, Gs^Vht, Wwf, Gs^Tf, Hh, Gs, Wwf, Wwf, Gs, Wwf, Ww, Wwf, Gs^Ft, Wwf, Wwf, Ur, Ww
Ww, Ce, Wwf, Uh, Mv^Xo, Ur^Ft, Ur, Gd^Tf, Gd, Gs, Gs, Ww, Wwf, Gs, Wwf, Gs, Gs, Wwf, Wwf, Gs^Ft, Gs, Gs, Wwf, Wwf, Gs, Gs, Wwf, Wwf, Ur^Tf, Ur^Ft, Mv^Xo, Ur
Ds, Ce, Wwf, Mm, Mm^Xm, Mm, Uh, Ur, Tb^Tf, Gd, Hh^Fds, Gs, Wwf, Wwf, Ce, Gs, Gd^Ft, Gs, Wwf, Gs, Ww, Wwf, Gs, Hh, Gs^Ft, Gs, Wwf, Uh, Ur^Ft, Mm^Xm, Mm^Xm, Mm
Ds, Ce, Ce, Wwf, Wwf, Ur^Ft, Gs, Uu^Vud, Gs, Gs, Gs^Tf, Hh, Wwf, Ce, Ur, Ur, Ur, Gs, Wwf, Ww, Wwf, Gs, Ke, Ce, Gd, Gs, Mm, Wwf, Wwf, Uh, Ww, Ww
Ww, Ds, Ds, Ce, Wwf, Wwf, Gs, Gs, Wwf, Wo, Wwf, Wwf, Gs, Ke, Ur^Ft, Uh, Mv^Xo, Ur^Tf, Uu^Vud, Wwf, Gs, Wwf, Wwf, Ce, Gs, Gs^Fds, Wwf, Wwf, Wwf, Wwf, Ur, Wo
Ww, Ww, Ds, Ce, Wwf, Gs, Gs, Gs^Fds, Wwf, Wwf, Gs, Hh, Gs^Fds, Gs, Ur^Ft, Mm, Mm^Xm, Mm^Xm, Ur, Wwf, Gs, Gs, Wwf, Wwf, Wwf, Wwf, Wwf, Hh, Mm, Hh, Mm^Xm, Ur
Wo, Ww, Ww, Ce, Ke, Wwf, Wwf, Gs, Wwf, Gs, Gs, Gs, Wwf, Wwf, Wwf, Ur, Ur^Ft, Uh, Wwf, Wwf, Gs^Fds, Gs, Wwf, Ww, Gs, Gs, Mm^Xm, Mm^Xm, Mm^Xm, Mm^Xm, Mm^Xm, Mm^Xm
Wo^_fme, Wo, Wo, Ww, Ww, Ww^Bw\, Ww^Bw\, Ww, Ww, Wwf, Wwf, Wwf, Ce, Ce, Ke, Wwf, Wwf, Wwf, Wwf, Hh, Gs, Gs, Wwf, Wwf, Hh^Fds, Tb^Tf, Ur, Ur^Ft, Ur, Mm^Xm, Ur, Ww
Wo^_fme, Wo^_fme, Wo^_fme, Wo, Ww, Ww, Ww, Ww^Bw\, Ww^Bw\, Ww, Ww^Bw/, Wwf^Bw/, Ds, Ds, Ds, Ce, Ce, Gs^Tf, Wwf, Gs^Vht, Wwf, Wwf, Wwf, Ss^Vhs, Gs, Ur, Mm, Mv^Xo, Mm, Ur^Tf, Ww^Vm, Ww
Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Ww, Ww, Ww, Ww, 2 Ce, Ww, Ww, Ww, Ww, Ww, Ds, Hh, Tb^Tf, Ww, Wwf, Ww, Ww, Wwf, Gs, Hh, Ur^Ft, Ur^Tf, Mm, Ur^Ft, Ur, Wwf, Ww
Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo, Wo, Ww, Wo, Wo, Wo, Wo, Wo, Ww, Ww, Ww, Wo, Ww, Wo, Ww, Wwf, Gs, Gs, Gs, Gs, Ur, Wwf, Wwf, Ur, Ww
Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo^_fme, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Ww, Ww, Wwf, Wwf, Wwf, Wwf, Wwf, Wwf, Ur, Ur, Ur
"
	name="2p — Hornshark Island"
	next_player_number=3
	next_scenario=""
	next_teleport_group_id=0
	next_underlying_unit_id=33
	playing_team=1
	random_calls=0
	random_seed="56d370b4"
	random_start_time=no
	replay_pos=355
	server_request_number=58
	theme=""
	turn_at=8
	turns=-1
	unit_wml_ids="Drake Fighter,Dwarvish Scout,L_Drake Arbiter Ladder_1,L_Drake Fighter Ladder_1,L_Drake Glider,L_Dwarvish Fighter Ladder_5,L_Dwarvish Guardsman Ladder_1,L_Dwarvish Thunderguard Ladder_1,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Gryphon Rider,L_Rogue,L_Saurian Augur,L_Saurian Skirmisher,L_Thief Ladder_1,Ruffian,Saurian Augur,Saurian Skirmisher,Thug,Young Ogre"
	victory_music=""
	[used_items]
	[/used_items]
	[next_item_name]
		next_item_name=0
	[/next_item_name]
	[event]
		first_time_only=yes
		name="time over"
		priority=0
		[lua]
			code=" wesnoth.require(""multiplayer/eras.lua"").turns_over_advantage() "
		[/lua]
	[/event]
	[event]
		first_time_only=no
		name="side_turn"
		priority=0
		[modify_unit]
			resting=yes
			[filter]
				side="$side_number"
				status="poisoned"
				trait="hardy"
				[filter_location]
					terrain="!,*^V*,*^Do"
				[/filter_location]
				[not]
					[filter_adjacent]
						ability_type="heals"
						is_enemy=no
					[/filter_adjacent]
				[/not]
			[/filter]
		[/modify_unit]
	[/event]
	[menu_item]
		description="Ladder Era Summary"
		id="0_summary"
		image=""
		synced=yes
		use_hotkey=yes
		[command]
			first_time_only=no
			id="0_summary"
			name="menu item 0_summary"
			priority=0
			[message]
				image="ladder-icon.png"
				message="Changes comparing to the Default Era.

Leaders
- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
- Pikeman, Red Mage, White Mage, Elvish Sorceress, Trapper and Rogue removed from the leader pools
- Removed leaders from the manual selection pool that are not present in the random selection pool

Drakes
- Drake Fighter: 30% defense in shallow water (Default 20%)
- Drake Burner: -50% cold resistance (Default -40%)

Knalgan Alliance
- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed.
- Footpad: melee blade 5-2 (Default 4-2 impact)
- Thief: 25 HP (Default 24 HP)
- Poacher: melee attack 4-2 (Default 3-2), 32 HP (Default 33 HP)
- Ulfserker: 20 gp (Default 19 gp)
- Thunderer: 33 hitpoints (Default 34 HP), 16 gp (Default 17 gp)
- Fighter: 37 HP (Default 38 HP)

Loyalists
- Spearman: ranged attack 5-1 (Default 6-1)
- Cavalryman: 18 gp (Default 17 gp)
- Heavy Infantryman: -10% cold resistance (Default 0%)

Northerners
- Orcish Archer: 13 gp (Default 14 gp), ranged pierce attack 5-3 (Default 6-3)

Rebels
- Elvish Shaman: no dextrous trait, ranged attack 3-2 (Default 4-2)
- Merman Hunter: 32 HP (Default 33 HP), 60% defense in deep water (Default 50%)

Undead
- Vampire bat: no intelligent trait
- Skeleton Archer: 15 gp (Default 14 gp)
- Ghost: 20 gp (Default 19 gp)
- Ghoul: 15 gp (Default 16 gp)

Ladder Test Era

- Drake Clasher: -40% cold resistance (Default -50%)
- Wose: Arcane Resist -40% (Default -20%)
- Grunt: 37 HP (Default 38 HP)
- Spearman: 35 HP (Default 36 HP)"
				side_for="$side_number"
				speaker="narrator"
			[/message]
		[/command]
	[/menu_item]
	[menu_item]
		description="Ladder Era Changelog"
		id="1_changelog"
		image=""
		synced=yes
		use_hotkey=yes
		[command]
			first_time_only=no
			id="1_changelog"
			name="menu item 1_changelog"
			priority=0
			[message]
				image="ladder-icon.png"
				message="Version 1.1.2:
- Ladder Era
    -- Poacher +1 melee dmg 
    -- Revert Lv 2 Trapper back to 4-4 melee
    -- Thief +1 hp
    -- Ghoul 15gp
    -- Revert Drake Fighter back to -50% Cold Resist
    -- Include Lv 3 Augur
    -- Competitive Map Pack: Elensfar Courtyard replaced with Clearing Gushes
- Ladder Test Era
    -- Drake Clasher Line -40% cold resistance (Default -50%)
    -- Wose Line Arcane Resist -40% (Default -20%)
    -- Grunt 37 HP (Default 38 HP)
    -- Spearman 35 HP (Default 36 HP)

Version 1.0.7
- added drakes_test faction and implemented it in the test era
- proven balancing changes added from test era to Ladder era
    -- Dwarvish Fighter: (-1 hp to) 37 hitpoints
    -- Dwarvish Thunderer: (-1 hp to) 33 hitpoints 16 gold, still 16 gold
	-- Orcish Archer: -1 gold -> 13 gold
    -- Ghost: +1 gold, 20 instead of 19 gold
- for balance change to test era:
 - added:
    -- Drake Fighter: -40% cold resistance
    -- Thief: (+ 1 hp) form 24 to 25 hitpoints
    -- Poacher: (+1 melee dmg) melee attack 4-2
	-- Trapper: (+1 melee dmg) melee attack 5-4
 - removed:
    -- Dwarvish Figher: +1 hammer dmg
	-- Orcish Grunt: -1 hitpoints
	
Version 1.0.6
- added notherners_test faction and implemented it in the test era
- for balance change to test era:
	-- Dwarvish Thundere: -1 hp -> 33 hitpoints, still 16 gold
	-- Dwarvish Fighter: -1 hp instead of -2 hp -> 37 hitpoints, still 9x2 hammer test
	-- Orcish Grunt: -1 hp -> 37 hitpoints
	-- Orcish Archer: -1 gold -> 13 gold

Version 1.0.2
- Updated Ladder Test Era

Version 1.0.1
- Created Ladder Test Era

Version 1.0.0
- Release for Wesnoth 1.16
- Ghost and Wose were changed in Default Era of Wesnoth 1.16 and they became the same as in Ladder Era
- Ladder Era DOES NOT include Drake Burner, Heavy Infantryman, Elvish Shaman, Merman Hunter and Poacher changes from Default Era 1.16. Ladder Era versions of those units comparing to Default Era:
    -- Drake Burner: -50% cold resistance
    -- Heavy Infantryman: -10% cold resistance
    -- Elvish Shaman: no dextrous trait, ranged attack 3-2
    -- Merman Hunter: 32 hitpoints, 60% defense in deep water
    -- Poacher: 32 hitpoints

Version 0.1.17
- Created Ladder Test Era with Dwarvish Thunderer 9-2 ranged attack and 17 gold

Version 0.1.16
- Dwarvish Thunderer back to 18-1 ranged attack and 16 gold

Version 0.1.15
- Dwarvish Thunderer removed 18-1 ranged attack, 9-2 is left

Version 0.1.14
- Dwarvish Thunderer cost from 16 to 17

Version 0.1.13
- Fixed changelog displayed for both players

Version 0.1.12
- Added new ranged attack which shot twice to Dwarvish Thunderer line for testing purposes

Version 0.1.11
- Fixed Footpad animation bug

Version 0.1.10
- Made add-on compatible with older versions
- Updated all Footpad sprites

Version 0.1.9
- Added Competitive Map Pack
- Minor map updates to Den of Onis and Fallenstar Lake

Version 0.1.8
- Pikeman and Rogue removed from leader pools
- Removed dextrous trait from Poacher
- Dwarvish Ulfserker cost from 19 to 20
- Dwarvish Thunderer cost from 17 to 16
- Dwarvish Guardsman ranged attack from 5-1 to 6-1
- Dwarvish Steelclad hitpoints from 59 to 57
- Bowman melee attack from 4-2 to 5-2
- Skeleton Archer cost from 14 to 15
- Cavalry reverted movement from 7 to 8, cost changed from 17 to 18 gold
- Footpad sprite update

Version 0.1.7
- Reverted Dwarvish Ulfserker and Berserker arcane resistance back to 10% as in the Default Era

Version 0.1.6
- Fixed map picker Hornshark Island bug. Units on the map should depend on player's faction

Version 0.1.5
- Removed Elvish Sorceress from the leaders pool
- Removed Hornshark Island from the classic map pool

Version 0.1.4
- Updated map pickers: map pool is printed to the chat area

Version 0.1.3
- Improved map pickers code
- Added add-on documentation

Version 0.1.2
- Allowed 2v2 maps to be played with the Ladder Era
- Prevent map pickers to load if less than 2 maps are present in the map pool

Version 0.1.1
- Added feature to the map pickers to configure the pool of maps

Version 0.1.0
- Added modified versions of Den of Onis, Hamlets, Silverhead Crossing and The Freelands maps
- Created map pickers for selecting random map from a pool of approved maps
- Implemented Ladder Era with the next changes comparing to the Default Era:
    -- Leaders
        --- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
        --- Red Mage, White Mage and Trapper removed from the leaders pool
        --- Removed leaders from the manual selection pool that are not present in the random selection pool
    -- Drakes
        --- Drake Fighter: 30% defense in shallow water
    -- Knalgan Alliance
        --- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed
        --- Dwarvish Ulfserker: -20% arcane resistance
        --- Poacher: can have dextrous trait
        --- Footpad: melee blade 5-2
    -- Loyalists
        --- Spearman: ranged attack 5-1
        --- Cavalryman: 7 movement points
    -- Northerners
        --- Orcish Archer: ranged pierce attack 5-3
    -- Rebels
        --- Elvish Shaman: no dextrous trait
        --- Wose: 0% cold resistance
        --- Merman Hunter: +2 hitpoints and 60% defense in deep water
    -- Undead
        --- Vampire bat: no intelligent trait
        --- Ghost: 19 gold"
				side_for="$side_number"
				speaker="narrator"
			[/message]
		[/command]
	[/menu_item]
	[side]
		action_bonus_count=0
		allow_player=yes
		auto_shroud=yes
		carryover_add=no
		carryover_bonus=1
		carryover_gold=0
		carryover_percentage=80
		chose_random=no
		color="blue"
		controller="human"
		countdown_time=390000
		current_player="Blop"
		defeat_condition="no_leader_left"
		disallow_observers=no
		faction="Custom"
		faction_name="Custom"
		flag=""
		flag_icon=""
		fog=yes
		fog_data="|0000000000001111111110000
|00000000000111111111110000
|00000000001111111111110000
|000000000011111111111110000
|000000001111111111111100000
|0000000011111111111111100000
|0000001111111111111111000000
|00000011111111111111110000000
|00000111111111111111100000000
|00000011111111111111100000000
|00000011111111111111000000000
|00000001111111111110000000000
|0000011111111111110000000000
|0000011111111111111100000000
|000001111111111111110000000
|000001111111111111111000000
|00001111111111111111111100
|00001111111111111111111110
|00011111111111111111111110
|000111111111111111111111110
|00111111111111111111111111
|000111111111111111111111111
|000111111111111111111111111
|000011111111111111111111111
|00001111111111111111111111
|00000111111111111111111111
|0000011111111111111111111
|000000011111111111111111
|00000011111111111111111
|00000001111111111110000
|0000000111111111111000
|0000000000000000111
"
		gold=2
		hidden=no
		id="id2"
		income=0
		lost=no
		no_leader=yes
		objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
		objectives_changed=no
		persistent=yes
		recall_cost=20
		recruit="L_Dwarvish Fighter Ladder_5,L_Dwarvish Guardsman Ladder_1,L_Dwarvish Thunderer Ladder_2,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Gryphon Rider,L_Poacher Ladder_2,L_Thief Ladder_1"
		save_id="id2"
		scroll_to_leader=yes
		share_vision="all"
		shroud=no
		shroud_data=""
		side=1
		side_name=""
		start_gold=75
		suppress_end_turn_confirmation=no
		team_name="Team 1"
		user_team_name="Team 1"
		village_gold=2
		village_support=1
		[ai]
#textdomain wesnoth-lib
			description=_"Multiplayer_AI^Default AI (RCA)"
			id="ai_default_rca"
			mp_rank=1000
			[stage]
				id="main_loop"
				name="ai_default_rca::candidate_action_evaluation_loop"
				[candidate_action]
					engine="cpp"
					id="goto"
					max_score=200000
					name="ai_default_rca::goto_phase"
					score=200000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="retreat_injured"
					location="ai/lua/ca_retreat_injured.lua"
					max_score=192000
					name="ai_default_rca::retreat_injured"
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="spread_poison"
					location="ai/lua/ca_spread_poison.lua"
					max_score=190000
					name="ai_default_rca::spread_poison"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="recruitment"
					max_score=180000
					name="default_recruitment::recruitment"
					score=180000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_goals"
					max_score=140000
					name="ai_default_rca::move_leader_to_goals_phase"
					score=140000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_keep"
					max_score=120000
					name="ai_default_rca::move_leader_to_keep_phase"
					score=120000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="high_xp_attack"
					location="ai/lua/ca_high_xp_attack.lua"
					max_score=100010
					name="ai_default_rca::high_xp_attack"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="combat"
					max_score=100000
					name="ai_default_rca::combat_phase"
					score=100000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="place_healers"
					location="ai/lua/ca_place_healers.lua"
					max_score=96000
					name="ai_default_rca::place_healers"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="healing"
					max_score=80000
					name="ai_default_rca::get_healing_phase"
					score=80000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="villages"
					max_score=60000
					name="ai_default_rca::get_villages_phase"
					score=60000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_to_targets"
					max_score=20000
					name="ai_default_rca::move_to_targets_phase"
					score=20000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="leader_shares_keep"
					max_score=10000
					name="ai_default_rca::leader_shares_keep_phase"
					score=10000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="move_to_any_enemy"
					location="ai/lua/ca_move_to_any_enemy.lua"
					max_score=1000
					name="ai_default_rca::move_to_any_enemy"
				[/candidate_action]
			[/stage]
			[aspect]
				engine="cpp"
				id="advancements"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.4
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="allow_ally_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="attacks"
				invalidate_on_gamestate_change=yes
				name="composite_aspect"
				[default]
					engine="cpp"
					invalidate_on_gamestate_change=yes
					name="ai_default_rca::aspect_attacks"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="avoid"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[not]
						[/not]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="caution"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="grouping"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="offensive"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="-4.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_goal"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_ignores_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="3.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader_shares_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_diversity"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="2.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_instructions"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[recruit]
							importance=0
						[/recruit]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_more"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_pattern"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_randomness"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=50
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_save_gold"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						active=0
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_enemy_weight"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_factor"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="scout_village_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=3
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="simple_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="support_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="village_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="villages_per_scout"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=4
				[/default]
				[facet]
					engine="cpp"
					name="standard_aspect"
					time_of_day=""
					turns=""
					value=8
				[/facet]
			[/aspect]
		[/ai]
		[village]
			x=1
			y=4
		[/village]
		[village]
			x=4
			y=12
		[/village]
		[village]
			x=8
			y=3
		[/village]
		[village]
			x=14
			y=6
		[/village]
		[village]
			x=16
			y=10
		[/village]
		[village]
			x=17
			y=5
		[/village]
		[village]
			x=21
			y=14
		[/village]
		[village]
			x=27
			y=9
		[/village]
		[unit]
			attacks_left=1
			canrecruit=yes
			cost=27
			experience=1
			extra_recruit=""
			facing="sw"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=42
			id="id2"
			image="units/dwarves/thunderguard/L_thunderguard.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Thunderguard" +
				_" (ladder)"
			max_hitpoints=45
			max_moves=5
			moves=0
			name="Blop"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Thunderguard Ladder_1"
			undead_variation="dwarf"
			underlying_id=2
			unrenamable=no
			upkeep="full"
			usage="mixed fighter"
			variation=""
			vision=5
			x=16
			y=10
			[modifications]
				[trait]
					availability="musthave"
					description="Poison deals 6 HP damage"
					female_name="female^hardy"
					help_text="Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name="hardy"
				[/trait]
				[trait]
					female_name="female^quick"
					help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
#textdomain wesnoth
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name="quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=13
			experience=1
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=32
			id="Thug-3"
			image="units/human-outlaws/thug.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Thug"
			moves=2
			name="Rhaddaent"
			overlays=""
			race="human"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="Thug"
			undead_variation=""
			underlying_id=3
			unrenamable=no
			upkeep="loyal"
			usage="fighter"
			variation=""
			vision=-1
			x=6
			y=14
			[modifications]
				[object]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/object]
				[trait]
					description="Zero upkeep"
					female_name="female^loyal"
					help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
#textdomain wesnoth
						_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
					id="loyal"
					male_name="loyal"
					[effect]
						apply_to="loyal"
					[/effect]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/trait]
				[trait]
					female_name="female^dim"
					help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
						_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
					id="dim"
					male_name="dim"
					[effect]
						apply_to="max_experience"
						increase="20%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=18
			experience=10
			extra_recruit=""
			facing="n"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=32
			id="Dwarvish Scout-4"
			image="units/dwarves/scout.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Scout"
			moves=5
			name="Kolbur"
			overlays=""
			race="dwarf"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=1
			type="Dwarvish Scout"
			undead_variation="dwarf"
			underlying_id=4
			unrenamable=no
			upkeep="loyal"
			usage="mixed fighter"
			variation=""
			vision=-1
			x=8
			y=12
			[modifications]
				[object]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/object]
				[trait]
					description="Zero upkeep"
					female_name="female^loyal"
					help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
#textdomain wesnoth
						_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
					id="loyal"
					male_name="loyal"
					[effect]
						apply_to="loyal"
					[/effect]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/trait]
				[trait]
					description="Always rest heals"
					female_name="female^healthy"
					help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
						_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
					id="healthy"
					male_name="healthy"
					[effect]
						apply_to="healthy"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=0
			cost=13
			experience=17
			extra_recruit=""
			facing="ne"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=39
			id="Young Ogre-5"
			image="units/ogres/young-ogre.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Young Ogre"
			moves=0
			name="Big Baby Bo"
			overlays=""
			race="ogre"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="Young Ogre"
			undead_variation=""
			underlying_id=5
			unrenamable=no
			upkeep="loyal"
			usage="fighter"
			variation=""
			vision=-1
			x=25
			y=15
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[object]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/object]
				[trait]
					description="Zero upkeep"
					female_name="female^loyal"
					help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
#textdomain wesnoth
						_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
					id="loyal"
					male_name="loyal"
					[effect]
						apply_to="loyal"
					[/effect]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/trait]
				[trait]
					female_name="female^resilient"
					help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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"
					help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name="strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=1
			cost=18
			experience=0
			extra_recruit=""
			facing="s"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=32
			id="Dwarvish Scout-6"
			image="units/dwarves/scout.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Scout"
			moves=1
			name="Vilhelm Viskitynnyri"
			overlays=""
			race="dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="Dwarvish Scout"
			undead_variation="dwarf"
			underlying_id=6
			unrenamable=no
			upkeep="loyal"
			usage="mixed fighter"
			variation=""
			vision=-1
			x=4
			y=16
			[modifications]
				[object]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/object]
				[trait]
					description="Zero upkeep"
					female_name="female^loyal"
					help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
#textdomain wesnoth
						_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
					id="loyal"
					male_name="loyal"
					[effect]
						apply_to="loyal"
					[/effect]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/trait]
				[trait]
					description="Always rest heals"
					female_name="female^healthy"
					help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
						_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
					id="healthy"
					male_name="healthy"
					[effect]
						apply_to="healthy"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=7
			experience=0
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=20
			id="Ruffian-7"
			image="units/human-peasants/ruffian.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Ruffian"
			moves=5
			name="Lyraevan"
			overlays=""
			race="human"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=1
			type="Ruffian"
			undead_variation=""
			underlying_id=7
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=11
			y=10
			[modifications]
				[trait]
					female_name="female^resilient"
					help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
#textdomain wesnoth
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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^dim"
					help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
						_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
					id="dim"
					male_name="dim"
					[effect]
						apply_to="max_experience"
						increase="20%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=24
			experience=2
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=32
			id="L_Gryphon Rider-13"
			image="units/dwarves/L_gryphon-rider.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Gryphon Rider"
			moves=0
			name="Kessshh"
			overlays=""
			race="L_gryphon"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Gryphon Rider"
			undead_variation="gryphon"
			underlying_id=13
			unrenamable=no
			upkeep="full"
			usage="scout"
			variation=""
			vision=9
			x=20
			y=12
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=19
			experience=1
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=41
			id="L_Dwarvish Guardsman Ladder_1-21"
			image="units/dwarves/L_guard.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Guardsman" +
				_" (ladder)"
			moves=0
			name="Pelcatas"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Guardsman Ladder_1"
			undead_variation="dwarf"
			underlying_id=21
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=5
			x=22
			y=20
			[modifications]
				[trait]
					availability="musthave"
#textdomain wesnoth-multiplayer
					description=_"Poison deals 6 HP damage"
					female_name=_"female^hardy"
					help_text=_"Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name=_"hardy"
				[/trait]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_name=_"resilient"
					[effect]
						apply_to="hitpoints"
						increase_total=4
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=0
			cost=16
			experience=11
			extra_recruit=""
			facing="sw"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=25
			id="L_Dwarvish Fighter Ladder_5-25"
			image="units/dwarves/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Fighter" +
				_" (ladder)"
			moves=0
			name="Nordurthausil"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Fighter Ladder_5"
			undead_variation="dwarf"
			underlying_id=25
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=24
			y=15
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[trait]
					availability="musthave"
#textdomain wesnoth-multiplayer
					description=_"Poison deals 6 HP damage"
					female_name=_"female^hardy"
					help_text=_"Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name=_"hardy"
				[/trait]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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"
					help_text=_"<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name=_"strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=1
			cost=16
			experience=1
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=32
			id="L_Dwarvish Fighter Ladder_5-27"
			image="units/dwarves/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Fighter" +
				_" (ladder)"
			moves=0
			name="Gomthaltis"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Fighter Ladder_5"
			undead_variation="dwarf"
			underlying_id=27
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=22
			y=16
			[modifications]
				[trait]
					availability="musthave"
#textdomain wesnoth-multiplayer
					description=_"Poison deals 6 HP damage"
					female_name=_"female^hardy"
					help_text=_"Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name=_"hardy"
				[/trait]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^strong"
					help_text=_"<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name=_"strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=16
			experience=0
			extra_recruit=""
			facing="s"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=42
			id="L_Dwarvish Fighter Ladder_5-28"
			image="units/dwarves/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Fighter" +
				_" (ladder)"
			moves=0
			name="Ermalburlos"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Fighter Ladder_5"
			undead_variation="dwarf"
			underlying_id=28
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=20
			y=13
			[modifications]
				[trait]
					availability="musthave"
#textdomain wesnoth-multiplayer
					description=_"Poison deals 6 HP damage"
					female_name=_"female^hardy"
					help_text=_"Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name=_"hardy"
				[/trait]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=0
			cost=13
			experience=1
			extra_recruit=""
			facing="s"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=20
			id="L_Thief Ladder_1-29"
			image="units/human-outlaws/thief.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Thief" +
				_" (ladder)"
			moves=0
			name="Innaent"
			overlays=""
			race="L_human"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Thief Ladder_1"
			undead_variation=""
			underlying_id=29
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=7
			x=21
			y=14
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=0
			cost=16
			experience=0
			extra_recruit=""
			facing="s"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=38
			id="L_Dwarvish Fighter Ladder_5-32"
			image="units/dwarves/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Fighter" +
				_" (ladder)"
			moves=0
			name="Aithus"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Fighter Ladder_5"
			undead_variation="dwarf"
			underlying_id=32
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=20
			y=9
			[modifications]
				[trait]
					availability="musthave"
#textdomain wesnoth-multiplayer
					description=_"Poison deals 6 HP damage"
					female_name=_"female^hardy"
					help_text=_"Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name=_"hardy"
				[/trait]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^strong"
					help_text=_"<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_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^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
	[/side]
	[side]
		action_bonus_count=11
		allow_player=yes
		auto_shroud=yes
		carryover_add=no
		carryover_bonus=1
		carryover_gold=0
		carryover_percentage=80
		chose_random=no
		color="red"
		controller="human"
		countdown_time=390000
		current_player="human2"
		defeat_condition="no_leader_left"
		disallow_observers=no
		faction="Custom"
		faction_name="Custom"
		flag=""
		flag_icon=""
		fog=yes
		fog_data="|0000000000001111111111000
|00000000000111111111111100
|00000000001111111111111100
|000000000011111111111111100
|000000000111111111111111100
|0000000001111111111111111100
|0000000011111111111111111100
|00000000111111111111111111100
|00000001111111111111111111100
|00000000111111111111111111110
|00000001111111111111111111100
|00000001111111111111111111100
|00000001111111111111111111100
|00000000111111111111111111100
|00000000111111111111111111100
|00000000011111111111111111110
|00000000011111111111111111110
|00000000001111111111111111110
|00000000011111111111111111100
|00000000011111111111111111110
|00000000111111111111111111100
|00000000011111111111111111100
|00000000111111111111111111100
|00000000111111111111111111100
|00000000111111111111111111000
|00000000011111111111111110000
|00000000011111111111111000000
|00000000001111111111111000000
|00000000001111111111110000000
|00000000000111111111110000000
|00000000000111111110000000000
|00000000000000011110000000000
"
		gold=2
		hidden=no
		id="id1"
		income=0
		lost=no
		no_leader=yes
		objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
		objectives_changed=yes
		persistent=yes
		recall_cost=20
		recruit="L_Drake Burner Ladder_1,L_Drake Clasher Ladder_1,L_Drake Fighter Ladder_1,L_Drake Glider,L_Saurian Augur,L_Saurian Skirmisher"
		save_id="id1"
		scroll_to_leader=yes
		share_vision="all"
		shroud=no
		shroud_data=""
		side=2
		side_name=""
		start_gold=75
		suppress_end_turn_confirmation=no
		team_name="Team 2"
		user_team_name="Team 2"
		village_gold=2
		village_support=1
		[ai]
#textdomain wesnoth-lib
			description=_"Multiplayer_AI^Default AI (RCA)"
			id="ai_default_rca"
			mp_rank=1000
			[stage]
				id="main_loop"
				name="ai_default_rca::candidate_action_evaluation_loop"
				[candidate_action]
					engine="cpp"
					id="goto"
					max_score=200000
					name="ai_default_rca::goto_phase"
					score=200000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="retreat_injured"
					location="ai/lua/ca_retreat_injured.lua"
					max_score=192000
					name="ai_default_rca::retreat_injured"
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="spread_poison"
					location="ai/lua/ca_spread_poison.lua"
					max_score=190000
					name="ai_default_rca::spread_poison"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="recruitment"
					max_score=180000
					name="default_recruitment::recruitment"
					score=180000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_goals"
					max_score=140000
					name="ai_default_rca::move_leader_to_goals_phase"
					score=140000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_keep"
					max_score=120000
					name="ai_default_rca::move_leader_to_keep_phase"
					score=120000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="high_xp_attack"
					location="ai/lua/ca_high_xp_attack.lua"
					max_score=100010
					name="ai_default_rca::high_xp_attack"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="combat"
					max_score=100000
					name="ai_default_rca::combat_phase"
					score=100000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="place_healers"
					location="ai/lua/ca_place_healers.lua"
					max_score=96000
					name="ai_default_rca::place_healers"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="healing"
					max_score=80000
					name="ai_default_rca::get_healing_phase"
					score=80000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="villages"
					max_score=60000
					name="ai_default_rca::get_villages_phase"
					score=60000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_to_targets"
					max_score=20000
					name="ai_default_rca::move_to_targets_phase"
					score=20000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="leader_shares_keep"
					max_score=10000
					name="ai_default_rca::leader_shares_keep_phase"
					score=10000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="move_to_any_enemy"
					location="ai/lua/ca_move_to_any_enemy.lua"
					max_score=1000
					name="ai_default_rca::move_to_any_enemy"
				[/candidate_action]
			[/stage]
			[aspect]
				engine="cpp"
				id="advancements"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.4
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="allow_ally_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="attacks"
				invalidate_on_gamestate_change=yes
				name="composite_aspect"
				[default]
					engine="cpp"
					invalidate_on_gamestate_change=yes
					name="ai_default_rca::aspect_attacks"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="avoid"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[not]
						[/not]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="caution"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="grouping"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="offensive"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="-4.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_goal"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_ignores_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="3.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader_shares_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_diversity"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="2.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_instructions"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[recruit]
							importance=0
						[/recruit]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_more"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_pattern"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_randomness"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=50
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_save_gold"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						active=0
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_enemy_weight"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_factor"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="scout_village_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=3
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="simple_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="support_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="village_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="villages_per_scout"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=4
				[/default]
				[facet]
					engine="cpp"
					name="standard_aspect"
					time_of_day=""
					turns=""
					value=8
				[/facet]
			[/aspect]
		[/ai]
		[village]
			x=7
			y=20
		[/village]
		[village]
			x=10
			y=16
		[/village]
		[village]
			x=16
			y=17
		[/village]
		[village]
			x=18
			y=21
		[/village]
		[village]
			x=19
			y=25
		[/village]
		[village]
			x=23
			y=25
		[/village]
		[village]
			x=26
			y=14
		[/village]
		[village]
			x=30
			y=25
		[/village]
		[unit]
			attacks_left=1
			canrecruit=yes
			cost=32
			experience=0
			extra_recruit=""
			facing="ne"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=62
			id="id1"
			image="units/drakes/L_arbiter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Drake Arbiter" +
				_" (ladder)"
			moves=5
			name="human2"
			overlays=""
			race="L_drake"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=2
			type="L_Drake Arbiter Ladder_1"
			undead_variation="drake"
			underlying_id=1
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=13
			y=21
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
			[modifications]
			[/modifications]
		[/unit]
		[unit]
			attacks_left=0
			cost=17
			experience=10
			extra_recruit=""
			facing="ne"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=21
			id="Drake Fighter-9"
			image="units/drakes/fighter.png"
			image_icon=""
			jamming=0
			language_name=_"Drake Fighter"
			moves=0
			name="Gawffus the Dim"
			overlays=""
			race="drake"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=2
			type="Drake Fighter"
			undead_variation="drake"
			underlying_id=9
			unrenamable=no
			upkeep="loyal"
			usage="fighter"
			variation=""
			vision=5
			x=20
			y=16
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[object]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/object]
				[trait]
					description="Zero upkeep"
					female_name="female^loyal"
					help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
#textdomain wesnoth
						_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
					id="loyal"
					male_name="loyal"
					[effect]
						apply_to="loyal"
					[/effect]
					[effect]
						add="misc/loyal-icon.png"
						apply_to="overlay"
					[/effect]
				[/trait]
				[trait]
					female_name="female^slow"
					help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
						_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
					id="slow"
					male_name="slow"
					[effect]
						apply_to="movement"
						increase=-1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="5%"
					[/effect]
				[/trait]
				[trait]
					female_name="female^dim"
					help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
						_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
					id="dim"
					male_name="dim"
					[effect]
						apply_to="max_experience"
						increase="20%"
					[/effect]
				[/trait]
				[trait]
					female_name="female^resilient"
					help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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"
					help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name="strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=1
			cost=16
			experience=1
			extra_recruit=""
			facing="ne"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=35
			id="L_Drake Glider-16"
			image="units/drakes/L_glider.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Drake Glider"
			moves=9
			name="Klanir"
			overlays=""
			race="L_drake"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=2
			type="L_Drake Glider"
			undead_variation="drake"
			underlying_id=16
			unrenamable=no
			upkeep="full"
			usage="scout"
			variation=""
			vision=9
			x=10
			y=16
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_name=_"resilient"
					[effect]
						apply_to="hitpoints"
						increase_total=4
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=0
			cost=17
			experience=2
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=35
			id="L_Drake Fighter Ladder_1-24"
			image="units/drakes/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Drake Fighter" +
				_" (ladder)"
			moves=0
			name="Gel’lsh"
			overlays=""
			race="L_drake"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=2
			type="L_Drake Fighter Ladder_1"
			undead_variation="drake"
			underlying_id=24
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=20
			y=15
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_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"
					help_text=_"<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name=_"strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=0
			cost=17
			experience=18
			extra_recruit=""
			facing="sw"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=21
			id="L_Drake Fighter Ladder_1-26"
			image="units/drakes/L_fighter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Drake Fighter" +
				_" (ladder)"
			moves=0
			name="Grikré"
			overlays=""
			race="L_drake"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=2
			type="L_Drake Fighter Ladder_1"
			undead_variation="drake"
			underlying_id=26
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=7
			x=22
			y=15
			[status]
				uncovered=yes
			[/status]
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^strong"
					help_text=_"<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
						_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
					id="strong"
					male_name=_"strong"
					[effect]
						apply_to="attack"
						increase_damage=1
						range="melee"
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
		[/unit]
		[unit]
			attacks_left=1
			cost=15
			experience=0
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="female"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=31
			id="L_Saurian Skirmisher-30"
			image="units/saurians/skirmisher/L_skirmisher.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"female^Saurian Skirmisher"
			moves=2
			name="Ssianza"
			overlays=""
			race="L_lizard"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=2
			type="L_Saurian Skirmisher"
			undead_variation="saurian"
			underlying_id=30
			unrenamable=no
			upkeep="full"
			usage="scout"
			variation=""
			vision=-1
			x=18
			y=21
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_name=_"resilient"
					[effect]
						apply_to="hitpoints"
						increase_total=4
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=1
			cost=15
			experience=0
			extra_recruit=""
			facing="sw"
			flag_rgb="magenta"
			gender="female"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=31
			id="L_Saurian Skirmisher-31"
			image="units/saurians/skirmisher/L_skirmisher.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"female^Saurian Skirmisher"
			moves=0
			name="Jiix"
			overlays=""
			race="L_lizard"
			random_traits=no
			recall_cost=-1
			resting=yes
			role=""
			side=2
			type="L_Saurian Skirmisher"
			undead_variation="saurian"
			underlying_id=31
			unrenamable=no
			upkeep="full"
			usage="scout"
			variation=""
			vision=-1
			x=7
			y=20
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^intelligent"
					help_text=_"Intelligent units require 20% less experience than usual to advance." +
						_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
					id="intelligent"
					male_name=_"intelligent"
					[effect]
						apply_to="max_experience"
						increase="-20%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_name=_"resilient"
					[effect]
						apply_to="hitpoints"
						increase_total=4
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
		[unit]
			attacks_left=0
			cost=16
			experience=0
			extra_recruit=""
			facing="se"
			flag_rgb="magenta"
			gender="male"
			generate_name=no
			goto_x=-999
			goto_y=-999
			halo=""
			hidden=no
			hitpoints=26
			id="L_Saurian Augur-33"
			image="units/saurians/augur/L_augur.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Saurian Augur"
			moves=0
			name="Arezz"
			overlays=""
			race="L_lizard"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=2
			type="L_Saurian Augur"
			undead_variation="saurian"
			underlying_id=33
			unrenamable=no
			upkeep="full"
			usage="healer"
			variation=""
			vision=7
			x=14
			y=19
			[modifications]
				[trait]
#textdomain wesnoth-help
					female_name=_"female^quick"
					help_text=_"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name=_"quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
				[trait]
					female_name=_"female^resilient"
					help_text=_"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
						_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
					id="resilient"
					male_name=_"resilient"
					[effect]
						apply_to="hitpoints"
						increase_total=4
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total=1
						times="per level"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
	[/side]
	[time]
		blue=0
		green=-15
		id="dawn"
		image="misc/time-schedules/default/schedule-dawn.png"
		lawful_bonus=0
		name="Dawn"
		red=-25
		sound="ambient/morning.ogg"
	[/time]
	[time]
		blue=0
		green=0
		id="morning"
		image="misc/time-schedules/default/schedule-morning.png"
		lawful_bonus=25
		name="Morning"
		red=0
	[/time]
	[time]
		blue=0
		green=0
		id="afternoon"
		image="misc/time-schedules/default/schedule-afternoon.png"
		lawful_bonus=25
		name="Afternoon"
		red=0
	[/time]
	[time]
		blue=-35
		green=-20
		id="dusk"
		image="misc/time-schedules/default/schedule-dusk.png"
		lawful_bonus=0
		name="Dusk"
		red=10
		sound="ambient/night.ogg"
	[/time]
	[time]
		blue=-13
		green=-45
		id="first_watch"
		image="misc/time-schedules/default/schedule-firstwatch.png"
		lawful_bonus=-25
		name="First Watch"
		red=-75
	[/time]
	[time]
		blue=-13
		green=-45
		id="second_watch"
		image="misc/time-schedules/default/schedule-secondwatch.png"
		lawful_bonus=-25
		name="Second Watch"
		red=-75
	[/time]
	[variables]
		side1_faction="Ladder Knalgan Alliance"
		side2_faction="Ladder Drakes"
		side_number=2
		turn_number=8
		x1=0
		x2=0
		y1=0
		y2=0
	[/variables]
	[undo_stack]
		committed=yes
		side=2
	[/undo_stack]
	[display]
		color_adjust_blue=0
		color_adjust_green=0
		color_adjust_red=0
		view_locked=no
		[location]
			x=22
			y=15
		[/location]
	[/display]
	[music]
		ms_after=0
		ms_before=12000
		name="knolls.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="wanderer.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="battle.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="transience.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_king_is_dead.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="knalgan_theme.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_city_falls.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="nunc_dimittis.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="revelation.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="loyalists.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="breaking_the_chains.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="elvish-theme.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="legends_of_the_north.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="traveling_minstrels.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="underground.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="vengeful.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="frantic.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_dangerous_symphony.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="heroes_rite.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="suspense.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_deep_path.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="siege_of_laurelmor.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="casualties_of_war.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="silvan_sanctuary.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="battle-epic.ogg"
		shuffle=yes
	[/music]
[/snapshot]
[replay_start]
	can_end_turn=yes
	cannot_end_turn_reason=""
	current_time=1
	defeat_music=""
	description="Players must forge strange alliances with the local inhabitants, in order to survive on this most unusual of islands. Designed by Doc Paterson."
	do_healing=no
	experience_modifier=70
	id="multiplayer_Hornshark_Island_Ladder_Random"
	init_side_done=no
	it_is_a_new_turn=yes
	loaded_resources=""
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"
	name="2p — Hornshark Island"
	next_scenario=""
	next_teleport_group_id=0
	next_underlying_unit_id=2
	random_calls=0
	random_seed="56d370b4"
	random_start_time=no
	replay_pos=0
	server_request_number=0
	theme=""
	turn_at=1
	turns=-1
	unit_wml_ids="L_Drake Arbiter Ladder_1,L_Dwarvish Thunderguard Ladder_1"
	victory_music=""
	[used_items]
	[/used_items]
	[next_item_name]
		next_item_name=0
	[/next_item_name]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[store_side]
			variable="new_side"
			[has_unit]
				id="id1"
			[/has_unit]
		[/store_side]
		[modify_side]
			color="$old_side1.color"
			side="$new_side.side"
			village_gold="$old_side1.village_gold"
		[/modify_side]
		[set_variable]
			name="side$new_side.side|_faction"
			value="$old_side1.faction"
		[/set_variable]
		[clear_variable]
			name="new_side"
		[/clear_variable]
		[store_side]
			variable="new_side"
			[has_unit]
				id="id2"
			[/has_unit]
		[/store_side]
		[modify_side]
			color="$old_side2.color"
			side="$new_side.side"
			village_gold="$old_side2.village_gold"
		[/modify_side]
		[set_variable]
			name="side$new_side.side|_faction"
			value="$old_side2.faction"
		[/set_variable]
		[clear_variable]
			name="new_side"
		[/clear_variable]
		[clear_variable]
			name="old_side1,old_side2,next_scenario"
		[/clear_variable]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[set_variable]
			name="maps"
			[join]
				key="name"
				separator="
"
				variable="map_pool"
			[/join]
		[/set_variable]
		[chat]
			message="Map pool:"
			speaker=""
		[/chat]
		[chat]
			message="$maps"
			speaker=""
		[/chat]
		[chat]
			message="/me ctrl+x to clear"
			speaker="Press"
		[/chat]
		[clear_variable]
			name="map_pool,maps"
		[/clear_variable]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[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]
		[music]
			append=yes
			ms_before=12000
			name="casualties_of_war.ogg"
		[/music]
		[music]
			append=yes
			ms_before=12000
			name="silvan_sanctuary.ogg"
		[/music]
		[music]
			append=yes
			ms_before=12000
			name="battle-epic.ogg"
		[/music]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[switch]
			variable="side1_faction"
			[case]
				value="Drakes,Ladder Drakes"
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Rawffus the Dim"
					side=1
					type="Drake Fighter"
					x=1
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Saurian Skirmisher"
					x=1
					y=2
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dextrous"
							help_text="<italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat." +
								_"

Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
							id="dextrous"
							male_name="dextrous"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="ranged"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Saurian Augur"
					x=26
					y=3
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Knalgan Alliance,Ladder Knalgan Alliance"
				[unit]
					side=1
					type="Thug"
					x=1
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Kolbur"
					side=1
					type="Dwarvish Scout"
					x=2
					y=2
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Vilhelm Viskitynnyri"
					side=1
					type="Dwarvish Scout"
					x=26
					y=3
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Ruffian"
					x=1
					y=2
					[modifications]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Loyalists,Ladder Loyalists"
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Peasant"
					x=25
					y=3
					[modifications]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=1
					type="Sergeant"
					x=25
					y=5
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Clockwork Boy"
					side=1
					type="Woodsman"
					x=1
					y=2
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					name="Clockwork Boy"
					side=1
					type="Woodsman"
					x=2
					y=1
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=1
					type="Bowman"
					x=1
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Northerners,Ladder Northerners"
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Goblin Impaler"
					x=25
					y=5
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					id="Neki the Brutal"
					name="Neki the Brutal"
					side=1
					type="Orcish Leader"
					x=1
					y=5
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Naga Fighter"
					x=1
					y=2
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_name="resilient"
							[effect]
								apply_to="hitpoints"
								increase_total=4
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Rebels,Ladder Rebels"
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Drowsk Calbeht"
					side=1
					type="Elvish Fighter"
					x=25
					y=3
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dextrous"
							help_text="<italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat." +
								_"

Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
							id="dextrous"
							male_name="dextrous"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="ranged"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Mermaid Initiate"
					x=4
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
					[/modifications]
					[abilities]
						[heals]
							affect_allies=yes
							affect_self=no
							description="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.
This ability will not cure an affected unit of poison, however, only delay its effect."
							female_name="female^heals +4"
							id="healing"
							name="heals +4"
							poison="slowed"
							special_note="This unit is capable of basic healing."
							value=4
							[affect_adjacent]
							[/affect_adjacent]
						[/heals]
					[/abilities]
				[/unit]
				[unit]
					side=1
					type="Elvish Archer"
					x=1
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Undead,Ladder Undead"
				[unit]
					side=1
					type="Ghoul"
					x=23
					y=3
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Walking Corpse"
					variation="saurian"
					x=26
					y=3
					[modifications]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					name="Rzrrt the Dauntless"
					side=1
					type="Soulless"
					variation="saurian"
					x=25
					y=5
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[abilities]
						[hides]
							affect_self=yes
							description="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"
							id="ambush"
							name="ambush"
							special_note="In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."
							[filter]
								[filter_location]
									terrain="*^F*,*^Qhhf,*^Qhuf"
								[/filter_location]
							[/filter]
						[/hides]
					[/abilities]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Soulless"
					variation="dwarf"
					x=1
					y=3
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Walking Corpse"
					variation="dwarf"
					x=2
					y=2
					[modifications]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Sorrek, Chosen of Death"
					side=1
					type="Skeleton"
					x=2
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Fights normally during unfavorable times of day/night"
							female_name="female^fearless"
							help_text="Aversion to light and dark holds no sway over these brave individuals."
							id="fearless"
							male_name="fearless"
							[effect]
								apply_to="fearless"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[else]
				[unit]
					name="Big Baby Bo"
					side=1
					type="Young Ogre"
					x=24
					y=4
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Giant Rat"
					x=25
					y=3
					[modifications]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Troll Whelp"
					x=25
					y=5
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Mudcrawler"
					x=1
					y=2
					[modifications]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=1
					type="Fire Guardian"
					x=2
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Fights normally during unfavorable times of day/night"
							female_name="female^fearless"
							help_text="Aversion to light and dark holds no sway over these brave individuals."
							id="fearless"
							male_name="fearless"
							[effect]
								apply_to="fearless"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=1
					type="Giant Scorpion"
					x=1
					y=1
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/else]
		[/switch]
		[switch]
			variable="side2_faction"
			[case]
				value="Drakes,Ladder Drakes"
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Gawffus the Dim"
					side=2
					type="Drake Fighter"
					x=29
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Saurian Skirmisher"
					x=30
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dextrous"
							help_text="<italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat." +
								_"

Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
							id="dextrous"
							male_name="dextrous"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="ranged"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Saurian Augur"
					x=7
					y=22
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Knalgan Alliance,Ladder Knalgan Alliance"
				[unit]
					side=2
					type="Thug"
					x=30
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Rublok"
					side=2
					type="Dwarvish Scout"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=6
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Ulysses Mantyjuuri"
					side=2
					type="Dwarvish Scout"
					x=29
					y=26
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Always rest heals"
							female_name="female^healthy"
							help_text="Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." +
								_"

<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
							id="healthy"
							male_name="healthy"
							[effect]
								apply_to="healthy"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Ruffian"
					x=30
					y=26
					[modifications]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Loyalists,Ladder Loyalists"
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=6
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Peasant"
					x=10
					y=23
					[modifications]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=2
					type="Sergeant"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Clockwork Boy"
					side=2
					type="Woodsman"
					x=30
					y=27
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					name="Clockwork Boy"
					side=2
					type="Woodsman"
					x=29
					y=27
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=2
					type="Bowman"
					x=28
					y=24
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Northerners,Ladder Northerners"
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=6
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Goblin Impaler"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					name="Neki the Brute"
					side=2
					type="Orcish Leader"
					x=30
					y=24
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Naga Fighter"
					x=28
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_name="resilient"
							[effect]
								apply_to="hitpoints"
								increase_total=4
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
								times="per level"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Rebels,Ladder Rebels"
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=6
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Claiomh Dubh"
					side=2
					type="Elvish Fighter"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dextrous"
							help_text="<italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat." +
								_"

Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
							id="dextrous"
							male_name="dextrous"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="ranged"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Mermaid Initiate"
					x=27
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
					[/modifications]
					[abilities]
						[heals]
							affect_allies=yes
							affect_self=no
							description="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.
This ability will not cure an affected unit of poison, however, only delay its effect."
							female_name="female^heals +4"
							id="healing"
							name="heals +4"
							poison="slowed"
							special_note="This unit is capable of basic healing."
							value=4
							[affect_adjacent]
							[/affect_adjacent]
						[/heals]
					[/abilities]
				[/unit]
				[unit]
					side=2
					type="Elvish Archer"
					x=30
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[case]
				value="Undead,Ladder Undead"
				[unit]
					side=2
					type="Ghoul"
					x=6
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Walking Corpse"
					variation="saurian"
					x=10
					y=23
					[modifications]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					name="Tyxrrn the Dauntless"
					side=2
					type="Soulless"
					variation="saurian"
					x=7
					y=21
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[abilities]
						[hides]
							affect_self=yes
							description="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"
							id="ambush"
							name="ambush"
							special_note="In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."
							[filter]
								[filter_location]
									terrain="*^F*,*^Qhhf,*^Qhuf"
								[/filter_location]
							[/filter]
						[/hides]
					[/abilities]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Soulless"
					variation="dwarf"
					x=30
					y=26
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Walking Corpse"
					variation="dwarf"
					x=28
					y=25
					[modifications]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					name="Rukhos, Chosen of Death"
					side=2
					type="Skeleton"
					x=27
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Fights normally during unfavorable times of day/night"
							female_name="female^fearless"
							help_text="Aversion to light and dark holds no sway over these brave individuals."
							id="fearless"
							male_name="fearless"
							[effect]
								apply_to="fearless"
							[/effect]
						[/trait]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_name="strong"
							[effect]
								apply_to="attack"
								increase_damage=1
								range="melee"
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total=1
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/case]
			[else]
				[unit]
					name="Big Baby Dro"
					side=2
					type="Young Ogre"
					x=7
					y=20
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^dim"
							help_text="Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." +
								_"

Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
							id="dim"
							male_name="dim"
							[effect]
								apply_to="max_experience"
								increase="20%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Giant Rat"
					x=10
					y=23
					[modifications]
						[trait]
							female_name="female^strong"
							help_text="<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." +
								_"

While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
							id="strong"
							male_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"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Troll Whelp"
					x=9
					y=23
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^intelligent"
							help_text="Intelligent units require 20% less experience than usual to advance." +
								_"

<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
							id="intelligent"
							male_name="intelligent"
							[effect]
								apply_to="max_experience"
								increase="-20%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Fire Guardian"
					x=30
					y=27
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							description="Fights normally during unfavorable times of day/night"
							female_name="female^fearless"
							help_text="Aversion to light and dark holds no sway over these brave individuals."
							id="fearless"
							male_name="fearless"
							[effect]
								apply_to="fearless"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
				[unit]
					side=2
					type="Mudcrawler"
					x=29
					y=27
					[modifications]
						[trait]
							female_name="female^quick"
							help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
								_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
							id="quick"
							male_name="quick"
							[effect]
								apply_to="movement"
								increase=1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="-5%"
							[/effect]
						[/trait]
						[trait]
							female_name="female^resilient"
							help_text="<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." +
								_"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
							id="resilient"
							male_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]
					side=2
					type="Giant Scorpion"
					x=28
					y=24
					[modifications]
						[object]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/object]
					[/modifications]
					[modifications]
						[trait]
							availability="musthave"
							description="Immune to drain, poison, and plague"
							female_name="female^mechanical"
							help_text="<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." +
								_"

Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
							id="mechanical"
							male_name="mechanical"
							[effect]
								add="unpoisonable"
								apply_to="status"
							[/effect]
							[effect]
								add="undrainable"
								apply_to="status"
							[/effect]
							[effect]
								add="unplagueable"
								apply_to="status"
							[/effect]
						[/trait]
						[trait]
							description="Zero upkeep"
							female_name="female^loyal"
							help_text="<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." +
								_"

During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
							id="loyal"
							male_name="loyal"
							[effect]
								apply_to="loyal"
							[/effect]
							[effect]
								add="misc/loyal-icon.png"
								apply_to="overlay"
							[/effect]
						[/trait]
						[trait]
							female_name="female^slow"
							help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
								_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
							id="slow"
							male_name="slow"
							[effect]
								apply_to="movement"
								increase=-1
							[/effect]
							[effect]
								apply_to="hitpoints"
								increase_total="5%"
							[/effect]
						[/trait]
					[/modifications]
				[/unit]
			[/else]
		[/switch]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[object]
			duration="forever"
			silent=yes
			[filter]
				type="Bowman"
				x=1
				y=1
			[/filter]
			[effect]
				apply_to="attack"
				range="ranged"
				[set_specials]
					[firststrike]
						description="This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name="first strike"
						special_note="The length of this unit’s weapon allows it to strike first in melee, even in defense."
					[/firststrike]
				[/set_specials]
			[/effect]
		[/object]
		[object]
			duration="forever"
			silent=yes
			[filter]
				type="Bowman"
				x=28
				y=24
			[/filter]
			[effect]
				apply_to="attack"
				range="ranged"
				[set_specials]
					[firststrike]
						description="This unit always strikes first with this attack, even if they are defending."
						id="firststrike"
						name="first strike"
						special_note="The length of this unit’s weapon allows it to strike first in melee, even in defense."
					[/firststrike]
				[/set_specials]
			[/effect]
		[/object]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[chat]
			message="/me version 1.2.1"
			speaker="Ladder Test Era"
		[/chat]
	[/event]
	[event]
		first_time_only=yes
		name="time over"
		priority=0
		[lua]
			code=" wesnoth.require(""multiplayer/eras.lua"").turns_over_advantage() "
		[/lua]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[lua]
			code=" wesnoth.require(""multiplayer/eras.lua"").quick_4mp_leaders(...) "
			[args]
				[trait]
					female_name="female^quick"
					help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name="quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/args]
		[/lua]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[lua]
			code=" wesnoth.require(""~add-ons/Ladder_Era/lua/slow_6mp_leaders.lua"").slow_6mp_leaders(...) "
			[args]
				[trait]
					female_name="female^slow"
					help_text="<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." +
						_"

Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
					id="slow"
					male_name="slow"
					[effect]
						apply_to="movement"
						increase=-1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="5%"
					[/effect]
				[/trait]
			[/args]
		[/lua]
	[/event]
	[event]
		first_time_only=no
		name="side_turn"
		priority=0
		[modify_unit]
			resting=yes
			[filter]
				side="$side_number"
				status="poisoned"
				trait="hardy"
				[filter_location]
					terrain="!,*^V*,*^Do"
				[/filter_location]
				[not]
					[filter_adjacent]
						ability_type="heals"
						is_enemy=no
					[/filter_adjacent]
				[/not]
			[/filter]
		[/modify_unit]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[set_menu_item]
			description="Ladder Era Summary"
			id="0_summary"
			[command]
				[message]
					image="ladder-icon.png"
					message="Changes comparing to the Default Era.

Leaders
- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
- Pikeman, Red Mage, White Mage, Elvish Sorceress, Trapper and Rogue removed from the leader pools
- Removed leaders from the manual selection pool that are not present in the random selection pool

Drakes
- Drake Fighter: 30% defense in shallow water (Default 20%)
- Drake Burner: -50% cold resistance (Default -40%)

Knalgan Alliance
- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed.
- Footpad: melee blade 5-2 (Default 4-2 impact)
- Thief: 25 HP (Default 24 HP)
- Poacher: melee attack 4-2 (Default 3-2), 32 HP (Default 33 HP)
- Ulfserker: 20 gp (Default 19 gp)
- Thunderer: 33 hitpoints (Default 34 HP), 16 gp (Default 17 gp)
- Fighter: 37 HP (Default 38 HP)

Loyalists
- Spearman: ranged attack 5-1 (Default 6-1)
- Cavalryman: 18 gp (Default 17 gp)
- Heavy Infantryman: -10% cold resistance (Default 0%)

Northerners
- Orcish Archer: 13 gp (Default 14 gp), ranged pierce attack 5-3 (Default 6-3)

Rebels
- Elvish Shaman: no dextrous trait, ranged attack 3-2 (Default 4-2)
- Merman Hunter: 32 HP (Default 33 HP), 60% defense in deep water (Default 50%)

Undead
- Vampire bat: no intelligent trait
- Skeleton Archer: 15 gp (Default 14 gp)
- Ghost: 20 gp (Default 19 gp)
- Ghoul: 15 gp (Default 16 gp)

Ladder Test Era

- Drake Clasher: -40% cold resistance (Default -50%)
- Wose: Arcane Resist -40% (Default -20%)
- Grunt: 37 HP (Default 38 HP)
- Spearman: 35 HP (Default 36 HP)"
					side_for="$side_number"
					speaker="narrator"
				[/message]
			[/command]
		[/set_menu_item]
	[/event]
	[event]
		first_time_only=yes
		name="prestart"
		priority=0
		[set_menu_item]
			description="Ladder Era Changelog"
			id="1_changelog"
			[command]
				[message]
					image="ladder-icon.png"
					message="Version 1.1.2:
- Ladder Era
    -- Poacher +1 melee dmg 
    -- Revert Lv 2 Trapper back to 4-4 melee
    -- Thief +1 hp
    -- Ghoul 15gp
    -- Revert Drake Fighter back to -50% Cold Resist
    -- Include Lv 3 Augur
    -- Competitive Map Pack: Elensfar Courtyard replaced with Clearing Gushes
- Ladder Test Era
    -- Drake Clasher Line -40% cold resistance (Default -50%)
    -- Wose Line Arcane Resist -40% (Default -20%)
    -- Grunt 37 HP (Default 38 HP)
    -- Spearman 35 HP (Default 36 HP)

Version 1.0.7
- added drakes_test faction and implemented it in the test era
- proven balancing changes added from test era to Ladder era
    -- Dwarvish Fighter: (-1 hp to) 37 hitpoints
    -- Dwarvish Thunderer: (-1 hp to) 33 hitpoints 16 gold, still 16 gold
	-- Orcish Archer: -1 gold -> 13 gold
    -- Ghost: +1 gold, 20 instead of 19 gold
- for balance change to test era:
 - added:
    -- Drake Fighter: -40% cold resistance
    -- Thief: (+ 1 hp) form 24 to 25 hitpoints
    -- Poacher: (+1 melee dmg) melee attack 4-2
	-- Trapper: (+1 melee dmg) melee attack 5-4
 - removed:
    -- Dwarvish Figher: +1 hammer dmg
	-- Orcish Grunt: -1 hitpoints
	
Version 1.0.6
- added notherners_test faction and implemented it in the test era
- for balance change to test era:
	-- Dwarvish Thundere: -1 hp -> 33 hitpoints, still 16 gold
	-- Dwarvish Fighter: -1 hp instead of -2 hp -> 37 hitpoints, still 9x2 hammer test
	-- Orcish Grunt: -1 hp -> 37 hitpoints
	-- Orcish Archer: -1 gold -> 13 gold

Version 1.0.2
- Updated Ladder Test Era

Version 1.0.1
- Created Ladder Test Era

Version 1.0.0
- Release for Wesnoth 1.16
- Ghost and Wose were changed in Default Era of Wesnoth 1.16 and they became the same as in Ladder Era
- Ladder Era DOES NOT include Drake Burner, Heavy Infantryman, Elvish Shaman, Merman Hunter and Poacher changes from Default Era 1.16. Ladder Era versions of those units comparing to Default Era:
    -- Drake Burner: -50% cold resistance
    -- Heavy Infantryman: -10% cold resistance
    -- Elvish Shaman: no dextrous trait, ranged attack 3-2
    -- Merman Hunter: 32 hitpoints, 60% defense in deep water
    -- Poacher: 32 hitpoints

Version 0.1.17
- Created Ladder Test Era with Dwarvish Thunderer 9-2 ranged attack and 17 gold

Version 0.1.16
- Dwarvish Thunderer back to 18-1 ranged attack and 16 gold

Version 0.1.15
- Dwarvish Thunderer removed 18-1 ranged attack, 9-2 is left

Version 0.1.14
- Dwarvish Thunderer cost from 16 to 17

Version 0.1.13
- Fixed changelog displayed for both players

Version 0.1.12
- Added new ranged attack which shot twice to Dwarvish Thunderer line for testing purposes

Version 0.1.11
- Fixed Footpad animation bug

Version 0.1.10
- Made add-on compatible with older versions
- Updated all Footpad sprites

Version 0.1.9
- Added Competitive Map Pack
- Minor map updates to Den of Onis and Fallenstar Lake

Version 0.1.8
- Pikeman and Rogue removed from leader pools
- Removed dextrous trait from Poacher
- Dwarvish Ulfserker cost from 19 to 20
- Dwarvish Thunderer cost from 17 to 16
- Dwarvish Guardsman ranged attack from 5-1 to 6-1
- Dwarvish Steelclad hitpoints from 59 to 57
- Bowman melee attack from 4-2 to 5-2
- Skeleton Archer cost from 14 to 15
- Cavalry reverted movement from 7 to 8, cost changed from 17 to 18 gold
- Footpad sprite update

Version 0.1.7
- Reverted Dwarvish Ulfserker and Berserker arcane resistance back to 10% as in the Default Era

Version 0.1.6
- Fixed map picker Hornshark Island bug. Units on the map should depend on player's faction

Version 0.1.5
- Removed Elvish Sorceress from the leaders pool
- Removed Hornshark Island from the classic map pool

Version 0.1.4
- Updated map pickers: map pool is printed to the chat area

Version 0.1.3
- Improved map pickers code
- Added add-on documentation

Version 0.1.2
- Allowed 2v2 maps to be played with the Ladder Era
- Prevent map pickers to load if less than 2 maps are present in the map pool

Version 0.1.1
- Added feature to the map pickers to configure the pool of maps

Version 0.1.0
- Added modified versions of Den of Onis, Hamlets, Silverhead Crossing and The Freelands maps
- Created map pickers for selecting random map from a pool of approved maps
- Implemented Ladder Era with the next changes comparing to the Default Era:
    -- Leaders
        --- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
        --- Red Mage, White Mage and Trapper removed from the leaders pool
        --- Removed leaders from the manual selection pool that are not present in the random selection pool
    -- Drakes
        --- Drake Fighter: 30% defense in shallow water
    -- Knalgan Alliance
        --- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed
        --- Dwarvish Ulfserker: -20% arcane resistance
        --- Poacher: can have dextrous trait
        --- Footpad: melee blade 5-2
    -- Loyalists
        --- Spearman: ranged attack 5-1
        --- Cavalryman: 7 movement points
    -- Northerners
        --- Orcish Archer: ranged pierce attack 5-3
    -- Rebels
        --- Elvish Shaman: no dextrous trait
        --- Wose: 0% cold resistance
        --- Merman Hunter: +2 hitpoints and 60% defense in deep water
    -- Undead
        --- Vampire bat: no intelligent trait
        --- Ghost: 19 gold"
					side_for="$side_number"
					speaker="narrator"
				[/message]
			[/command]
		[/set_menu_item]
	[/event]
	[menu_item]
		description="Ladder Era Summary"
		id="0_summary"
		image=""
		synced=yes
		use_hotkey=yes
		[command]
			first_time_only=no
			id="0_summary"
			name="menu item 0_summary"
			priority=0
			[message]
				image="ladder-icon.png"
				message="Changes comparing to the Default Era.

Leaders
- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
- Pikeman, Red Mage, White Mage, Elvish Sorceress, Trapper and Rogue removed from the leader pools
- Removed leaders from the manual selection pool that are not present in the random selection pool

Drakes
- Drake Fighter: 30% defense in shallow water (Default 20%)
- Drake Burner: -50% cold resistance (Default -40%)

Knalgan Alliance
- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed.
- Footpad: melee blade 5-2 (Default 4-2 impact)
- Thief: 25 HP (Default 24 HP)
- Poacher: melee attack 4-2 (Default 3-2), 32 HP (Default 33 HP)
- Ulfserker: 20 gp (Default 19 gp)
- Thunderer: 33 hitpoints (Default 34 HP), 16 gp (Default 17 gp)
- Fighter: 37 HP (Default 38 HP)

Loyalists
- Spearman: ranged attack 5-1 (Default 6-1)
- Cavalryman: 18 gp (Default 17 gp)
- Heavy Infantryman: -10% cold resistance (Default 0%)

Northerners
- Orcish Archer: 13 gp (Default 14 gp), ranged pierce attack 5-3 (Default 6-3)

Rebels
- Elvish Shaman: no dextrous trait, ranged attack 3-2 (Default 4-2)
- Merman Hunter: 32 HP (Default 33 HP), 60% defense in deep water (Default 50%)

Undead
- Vampire bat: no intelligent trait
- Skeleton Archer: 15 gp (Default 14 gp)
- Ghost: 20 gp (Default 19 gp)
- Ghoul: 15 gp (Default 16 gp)

Ladder Test Era

- Drake Clasher: -40% cold resistance (Default -50%)
- Wose: Arcane Resist -40% (Default -20%)
- Grunt: 37 HP (Default 38 HP)
- Spearman: 35 HP (Default 36 HP)"
				side_for="$side_number"
				speaker="narrator"
			[/message]
		[/command]
	[/menu_item]
	[menu_item]
		description="Ladder Era Changelog"
		id="1_changelog"
		image=""
		synced=yes
		use_hotkey=yes
		[command]
			first_time_only=no
			id="1_changelog"
			name="menu item 1_changelog"
			priority=0
			[message]
				image="ladder-icon.png"
				message="Version 1.1.2:
- Ladder Era
    -- Poacher +1 melee dmg 
    -- Revert Lv 2 Trapper back to 4-4 melee
    -- Thief +1 hp
    -- Ghoul 15gp
    -- Revert Drake Fighter back to -50% Cold Resist
    -- Include Lv 3 Augur
    -- Competitive Map Pack: Elensfar Courtyard replaced with Clearing Gushes
- Ladder Test Era
    -- Drake Clasher Line -40% cold resistance (Default -50%)
    -- Wose Line Arcane Resist -40% (Default -20%)
    -- Grunt 37 HP (Default 38 HP)
    -- Spearman 35 HP (Default 36 HP)

Version 1.0.7
- added drakes_test faction and implemented it in the test era
- proven balancing changes added from test era to Ladder era
    -- Dwarvish Fighter: (-1 hp to) 37 hitpoints
    -- Dwarvish Thunderer: (-1 hp to) 33 hitpoints 16 gold, still 16 gold
	-- Orcish Archer: -1 gold -> 13 gold
    -- Ghost: +1 gold, 20 instead of 19 gold
- for balance change to test era:
 - added:
    -- Drake Fighter: -40% cold resistance
    -- Thief: (+ 1 hp) form 24 to 25 hitpoints
    -- Poacher: (+1 melee dmg) melee attack 4-2
	-- Trapper: (+1 melee dmg) melee attack 5-4
 - removed:
    -- Dwarvish Figher: +1 hammer dmg
	-- Orcish Grunt: -1 hitpoints
	
Version 1.0.6
- added notherners_test faction and implemented it in the test era
- for balance change to test era:
	-- Dwarvish Thundere: -1 hp -> 33 hitpoints, still 16 gold
	-- Dwarvish Fighter: -1 hp instead of -2 hp -> 37 hitpoints, still 9x2 hammer test
	-- Orcish Grunt: -1 hp -> 37 hitpoints
	-- Orcish Archer: -1 gold -> 13 gold

Version 1.0.2
- Updated Ladder Test Era

Version 1.0.1
- Created Ladder Test Era

Version 1.0.0
- Release for Wesnoth 1.16
- Ghost and Wose were changed in Default Era of Wesnoth 1.16 and they became the same as in Ladder Era
- Ladder Era DOES NOT include Drake Burner, Heavy Infantryman, Elvish Shaman, Merman Hunter and Poacher changes from Default Era 1.16. Ladder Era versions of those units comparing to Default Era:
    -- Drake Burner: -50% cold resistance
    -- Heavy Infantryman: -10% cold resistance
    -- Elvish Shaman: no dextrous trait, ranged attack 3-2
    -- Merman Hunter: 32 hitpoints, 60% defense in deep water
    -- Poacher: 32 hitpoints

Version 0.1.17
- Created Ladder Test Era with Dwarvish Thunderer 9-2 ranged attack and 17 gold

Version 0.1.16
- Dwarvish Thunderer back to 18-1 ranged attack and 16 gold

Version 0.1.15
- Dwarvish Thunderer removed 18-1 ranged attack, 9-2 is left

Version 0.1.14
- Dwarvish Thunderer cost from 16 to 17

Version 0.1.13
- Fixed changelog displayed for both players

Version 0.1.12
- Added new ranged attack which shot twice to Dwarvish Thunderer line for testing purposes

Version 0.1.11
- Fixed Footpad animation bug

Version 0.1.10
- Made add-on compatible with older versions
- Updated all Footpad sprites

Version 0.1.9
- Added Competitive Map Pack
- Minor map updates to Den of Onis and Fallenstar Lake

Version 0.1.8
- Pikeman and Rogue removed from leader pools
- Removed dextrous trait from Poacher
- Dwarvish Ulfserker cost from 19 to 20
- Dwarvish Thunderer cost from 17 to 16
- Dwarvish Guardsman ranged attack from 5-1 to 6-1
- Dwarvish Steelclad hitpoints from 59 to 57
- Bowman melee attack from 4-2 to 5-2
- Skeleton Archer cost from 14 to 15
- Cavalry reverted movement from 7 to 8, cost changed from 17 to 18 gold
- Footpad sprite update

Version 0.1.7
- Reverted Dwarvish Ulfserker and Berserker arcane resistance back to 10% as in the Default Era

Version 0.1.6
- Fixed map picker Hornshark Island bug. Units on the map should depend on player's faction

Version 0.1.5
- Removed Elvish Sorceress from the leaders pool
- Removed Hornshark Island from the classic map pool

Version 0.1.4
- Updated map pickers: map pool is printed to the chat area

Version 0.1.3
- Improved map pickers code
- Added add-on documentation

Version 0.1.2
- Allowed 2v2 maps to be played with the Ladder Era
- Prevent map pickers to load if less than 2 maps are present in the map pool

Version 0.1.1
- Added feature to the map pickers to configure the pool of maps

Version 0.1.0
- Added modified versions of Den of Onis, Hamlets, Silverhead Crossing and The Freelands maps
- Created map pickers for selecting random map from a pool of approved maps
- Implemented Ladder Era with the next changes comparing to the Default Era:
    -- Leaders
        --- Leaders with 6 movement points receive slow trait (similar to how 4 mp leaders receive quick trait, which is inherited from the Default Era)
        --- Red Mage, White Mage and Trapper removed from the leaders pool
        --- Removed leaders from the manual selection pool that are not present in the random selection pool
    -- Drakes
        --- Drake Fighter: 30% defense in shallow water
    -- Knalgan Alliance
        --- Dwarves have 3 traits, hardy trait (always rest heal if poisoned) is mandatory, healthy trait is removed
        --- Dwarvish Ulfserker: -20% arcane resistance
        --- Poacher: can have dextrous trait
        --- Footpad: melee blade 5-2
    -- Loyalists
        --- Spearman: ranged attack 5-1
        --- Cavalryman: 7 movement points
    -- Northerners
        --- Orcish Archer: ranged pierce attack 5-3
    -- Rebels
        --- Elvish Shaman: no dextrous trait
        --- Wose: 0% cold resistance
        --- Merman Hunter: +2 hitpoints and 60% defense in deep water
    -- Undead
        --- Vampire bat: no intelligent trait
        --- Ghost: 19 gold"
				side_for="$side_number"
				speaker="narrator"
			[/message]
		[/command]
	[/menu_item]
	[side]
		action_bonus_count=0
		allow_player=yes
		auto_shroud=yes
		carryover_add=no
		carryover_bonus=1
		carryover_gold=0
		carryover_percentage=80
		chose_random=no
		color="blue"
		controller="human"
		countdown_time=0
		current_player="Blop"
		defeat_condition="no_leader_left"
		disallow_observers=no
		faction="Custom"
		faction_name="Custom"
		flag=""
		flag_icon=""
		fog=yes
		fog_data=""
		gold=75
		hidden=no
		id="id2"
		income=0
		lost=no
		no_leader=yes
		objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
		objectives_changed=yes
		persistent=yes
		recall_cost=20
		recruit="L_Dwarvish Fighter Ladder_5,L_Dwarvish Guardsman Ladder_1,L_Dwarvish Thunderer Ladder_2,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Gryphon Rider,L_Poacher Ladder_2,L_Thief Ladder_1"
		save_id="id2"
		scroll_to_leader=yes
		share_vision="all"
		shroud=no
		shroud_data=""
		side=1
		side_name=""
		start_gold=75
		suppress_end_turn_confirmation=no
		team_name="Team 1"
		user_team_name="Team 1"
		village_gold=1
		village_support=1
		[ai]
#textdomain wesnoth-lib
			description=_"Multiplayer_AI^Default AI (RCA)"
			id="ai_default_rca"
			mp_rank=1000
			[stage]
				id="main_loop"
				name="ai_default_rca::candidate_action_evaluation_loop"
				[candidate_action]
					engine="cpp"
					id="goto"
					max_score=200000
					name="ai_default_rca::goto_phase"
					score=200000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="retreat_injured"
					location="ai/lua/ca_retreat_injured.lua"
					max_score=192000
					name="ai_default_rca::retreat_injured"
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="spread_poison"
					location="ai/lua/ca_spread_poison.lua"
					max_score=190000
					name="ai_default_rca::spread_poison"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="recruitment"
					max_score=180000
					name="default_recruitment::recruitment"
					score=180000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_goals"
					max_score=140000
					name="ai_default_rca::move_leader_to_goals_phase"
					score=140000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_keep"
					max_score=120000
					name="ai_default_rca::move_leader_to_keep_phase"
					score=120000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="high_xp_attack"
					location="ai/lua/ca_high_xp_attack.lua"
					max_score=100010
					name="ai_default_rca::high_xp_attack"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="combat"
					max_score=100000
					name="ai_default_rca::combat_phase"
					score=100000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="place_healers"
					location="ai/lua/ca_place_healers.lua"
					max_score=96000
					name="ai_default_rca::place_healers"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="healing"
					max_score=80000
					name="ai_default_rca::get_healing_phase"
					score=80000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="villages"
					max_score=60000
					name="ai_default_rca::get_villages_phase"
					score=60000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_to_targets"
					max_score=20000
					name="ai_default_rca::move_to_targets_phase"
					score=20000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="leader_shares_keep"
					max_score=10000
					name="ai_default_rca::leader_shares_keep_phase"
					score=10000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="move_to_any_enemy"
					location="ai/lua/ca_move_to_any_enemy.lua"
					max_score=1000
					name="ai_default_rca::move_to_any_enemy"
				[/candidate_action]
			[/stage]
			[aspect]
				engine="cpp"
				id="advancements"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.4
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="allow_ally_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="attacks"
				invalidate_on_gamestate_change=yes
				name="composite_aspect"
				[default]
					engine="cpp"
					invalidate_on_gamestate_change=yes
					name="ai_default_rca::aspect_attacks"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="avoid"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[not]
						[/not]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="caution"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="grouping"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="offensive"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="-4.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_goal"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_ignores_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="3.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader_shares_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_diversity"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="2.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_instructions"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[recruit]
							importance=0
						[/recruit]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_more"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_pattern"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_randomness"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=50
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_save_gold"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						active=0
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_enemy_weight"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_factor"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="scout_village_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=3
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="simple_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="support_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="village_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="villages_per_scout"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=4
				[/default]
				[facet]
					engine="cpp"
					name="standard_aspect"
					time_of_day=""
					turns=""
					value=8
				[/facet]
			[/aspect]
		[/ai]
		[unit]
			attacks_left=1
			canrecruit=yes
			cost=27
			experience=0
			extra_recruit=""
			facing="nw"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=0
			goto_y=0
			halo=""
			hidden=no
			hitpoints=45
			id="id2"
			image="units/dwarves/thunderguard/L_thunderguard.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Dwarvish Thunderguard" +
				_" (ladder)"
			max_hitpoints=45
			max_moves=5
			moves=5
			name="Blop"
			overlays=""
			race="L_dwarf"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=1
			type="L_Dwarvish Thunderguard Ladder_1"
			undead_variation="dwarf"
			underlying_id=2
			unrenamable=no
			upkeep="full"
			usage="mixed fighter"
			variation=""
			vision=5
			x=24
			y=2
			[modifications]
				[trait]
					availability="musthave"
					description="Poison deals 6 HP damage"
					female_name="female^hardy"
					help_text="Units with this trait take only 6 HP damage from poison. However, resting will not reduce the poison damage."
					id="hardy"
					male_name="hardy"
				[/trait]
				[trait]
					female_name="female^quick"
					help_text="<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." +
#textdomain wesnoth
						_"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
					id="quick"
					male_name="quick"
					[effect]
						apply_to="movement"
						increase=1
					[/effect]
					[effect]
						apply_to="hitpoints"
						increase_total="-5%"
					[/effect]
				[/trait]
			[/modifications]
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
		[/unit]
	[/side]
	[side]
		action_bonus_count=0
		allow_player=yes
		auto_shroud=yes
		carryover_add=no
		carryover_bonus=1
		carryover_gold=0
		carryover_percentage=80
		chose_random=no
		color="red"
		controller="human"
		countdown_time=0
		current_player="Roge_Tebnelok"
		defeat_condition="no_leader_left"
		disallow_observers=no
		faction="Custom"
		faction_name="Custom"
		flag=""
		flag_icon=""
		fog=yes
		fog_data=""
		gold=75
		hidden=no
		id="id1"
		income=0
		lost=no
		no_leader=yes
		objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
		objectives_changed=yes
		persistent=yes
		recall_cost=20
		recruit="L_Drake Burner Ladder_1,L_Drake Clasher Ladder_1,L_Drake Fighter Ladder_1,L_Drake Glider,L_Saurian Augur,L_Saurian Skirmisher"
		save_id="id1"
		scroll_to_leader=yes
		share_vision="all"
		shroud=no
		shroud_data=""
		side=2
		side_name=""
		start_gold=75
		suppress_end_turn_confirmation=no
		team_name="Team 2"
		user_team_name="Team 2"
		village_gold=1
		village_support=1
		[ai]
#textdomain wesnoth-lib
			description=_"Multiplayer_AI^Default AI (RCA)"
			id="ai_default_rca"
			mp_rank=1000
			[stage]
				id="main_loop"
				name="ai_default_rca::candidate_action_evaluation_loop"
				[candidate_action]
					engine="cpp"
					id="goto"
					max_score=200000
					name="ai_default_rca::goto_phase"
					score=200000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="retreat_injured"
					location="ai/lua/ca_retreat_injured.lua"
					max_score=192000
					name="ai_default_rca::retreat_injured"
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="spread_poison"
					location="ai/lua/ca_spread_poison.lua"
					max_score=190000
					name="ai_default_rca::spread_poison"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="recruitment"
					max_score=180000
					name="default_recruitment::recruitment"
					score=180000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_goals"
					max_score=140000
					name="ai_default_rca::move_leader_to_goals_phase"
					score=140000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_leader_to_keep"
					max_score=120000
					name="ai_default_rca::move_leader_to_keep_phase"
					score=120000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="high_xp_attack"
					location="ai/lua/ca_high_xp_attack.lua"
					max_score=100010
					name="ai_default_rca::high_xp_attack"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="combat"
					max_score=100000
					name="ai_default_rca::combat_phase"
					score=100000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="place_healers"
					location="ai/lua/ca_place_healers.lua"
					max_score=96000
					name="ai_default_rca::place_healers"
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="healing"
					max_score=80000
					name="ai_default_rca::get_healing_phase"
					score=80000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="villages"
					max_score=60000
					name="ai_default_rca::get_villages_phase"
					score=60000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="move_to_targets"
					max_score=20000
					name="ai_default_rca::move_to_targets_phase"
					score=20000
				[/candidate_action]
				[candidate_action]
					engine="cpp"
					id="leader_shares_keep"
					max_score=10000
					name="ai_default_rca::leader_shares_keep_phase"
					score=10000
				[/candidate_action]
				[candidate_action]
					engine="lua"
					id="move_to_any_enemy"
					location="ai/lua/ca_move_to_any_enemy.lua"
					max_score=1000
					name="ai_default_rca::move_to_any_enemy"
				[/candidate_action]
			[/stage]
			[aspect]
				engine="cpp"
				id="advancements"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.4
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="allow_ally_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="attacks"
				invalidate_on_gamestate_change=yes
				name="composite_aspect"
				[default]
					engine="cpp"
					invalidate_on_gamestate_change=yes
					name="ai_default_rca::aspect_attacks"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="avoid"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[not]
						[/not]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="caution"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="grouping"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="offensive"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_aggression"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="-4.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_goal"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_ignores_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="leader_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="3.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="passive_leader_shares_keep"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_diversity"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="2.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_instructions"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						[recruit]
							importance=0
						[/recruit]
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_more"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_pattern"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_randomness"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=50
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="recruitment_save_gold"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					[value]
						active=0
					[/value]
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_enemy_weight"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="retreat_factor"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=0.25
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="scout_village_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=3
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="simple_targeting"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="support_villages"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=no
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="village_value"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value="1.0"
				[/default]
			[/aspect]
			[aspect]
				engine="cpp"
				id="villages_per_scout"
				name="composite_aspect"
				[default]
					engine="cpp"
					name="standard_aspect"
					value=4
				[/default]
				[facet]
					engine="cpp"
					name="standard_aspect"
					time_of_day=""
					turns=""
					value=8
				[/facet]
			[/aspect]
		[/ai]
		[unit]
			attacks_left=1
			canrecruit=yes
			cost=32
			experience=0
			extra_recruit=""
			facing="sw"
			flag_rgb="magenta"
			gender="male"
			generate_name=yes
			goto_x=0
			goto_y=0
			halo=""
			hidden=no
			hitpoints=62
			id="id1"
			image="units/drakes/L_arbiter.png"
			image_icon=""
			jamming=0
#textdomain wesnoth-units
			language_name=_"Drake Arbiter" +
				_" (ladder)"
			moves=5
			name="Roge_Tebnelok"
			overlays=""
			race="L_drake"
			random_traits=no
			recall_cost=-1
			resting=no
			role=""
			side=2
			type="L_Drake Arbiter Ladder_1"
			undead_variation="drake"
			underlying_id=1
			unrenamable=no
			upkeep="full"
			usage="fighter"
			variation=""
			vision=-1
			x=9
			y=26
			[variables]
			[/variables]
			[filter_recall]
			[/filter_recall]
			[status]
			[/status]
			[modifications]
			[/modifications]
		[/unit]
	[/side]
	[time]
		blue=0
		green=-15
		id="dawn"
		image="misc/time-schedules/default/schedule-dawn.png"
		lawful_bonus=0
		name="Dawn"
		red=-25
		sound="ambient/morning.ogg"
	[/time]
	[time]
		blue=0
		green=0
		id="morning"
		image="misc/time-schedules/default/schedule-morning.png"
		lawful_bonus=25
		name="Morning"
		red=0
	[/time]
	[time]
		blue=0
		green=0
		id="afternoon"
		image="misc/time-schedules/default/schedule-afternoon.png"
		lawful_bonus=25
		name="Afternoon"
		red=0
	[/time]
	[time]
		blue=-35
		green=-20
		id="dusk"
		image="misc/time-schedules/default/schedule-dusk.png"
		lawful_bonus=0
		name="Dusk"
		red=10
		sound="ambient/night.ogg"
	[/time]
	[time]
		blue=-13
		green=-45
		id="first_watch"
		image="misc/time-schedules/default/schedule-firstwatch.png"
		lawful_bonus=-25
		name="First Watch"
		red=-75
	[/time]
	[time]
		blue=-13
		green=-45
		id="second_watch"
		image="misc/time-schedules/default/schedule-secondwatch.png"
		lawful_bonus=-25
		name="Second Watch"
		red=-75
	[/time]
	[variables]
		next_scenario="multiplayer_Hornshark_Island_Ladder_Random"
		turn_number=1
		x1=0
		x2=0
		y1=0
		y2=0
		[old_side1]
			action_bonus_count=0
			allow_player=yes
			auto_shroud=yes
			base_income=2
			carryover_add=no
			carryover_bonus=1
			carryover_gold=0
			carryover_percentage=80
			chose_random=yes
			color="red"
			controller="human"
			countdown_time=0
			current_player="Roge_Tebnelok"
			defeat_condition="no_leader_left"
			disallow_observers=no
			expenses=0
			faction="Ladder Drakes"
			faction_name="Drakes"
			flag=""
			flag_icon=""
			fog=yes
			fog_data=""
			gold=100
			hidden=no
			id="id1"
			income=2
			lost=no
			net_income=2
			no_leader=no
			num_units=1
			num_villages=0
			objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
			objectives_changed=yes
			persistent=yes
			recall_cost=20
			recruit="L_Drake Burner Ladder_1,L_Drake Clasher Ladder_1,L_Drake Fighter Ladder_1,L_Drake Glider,L_Saurian Augur,L_Saurian Skirmisher"
			save_id="id1"
			scroll_to_leader=yes
			share_vision="all"
			shroud=no
			shroud_data=""
			side=1
			side_name=""
			start_gold=100
			suppress_end_turn_confirmation=no
			team_name="team1"
			total_upkeep=0
			user_team_name="teamname^1"
			village_gold=2
			village_support=1
			[ai]
				description="Multiplayer_AI^Default AI (RCA)"
				id="ai_default_rca"
				mp_rank=1000
				[stage]
					id="main_loop"
					name="ai_default_rca::candidate_action_evaluation_loop"
					[candidate_action]
						engine="cpp"
						id="goto"
						max_score=200000
						name="ai_default_rca::goto_phase"
						score=200000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="retreat_injured"
						location="ai/lua/ca_retreat_injured.lua"
						max_score=192000
						name="ai_default_rca::retreat_injured"
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="spread_poison"
						location="ai/lua/ca_spread_poison.lua"
						max_score=190000
						name="ai_default_rca::spread_poison"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="recruitment"
						max_score=180000
						name="default_recruitment::recruitment"
						score=180000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_leader_to_goals"
						max_score=140000
						name="ai_default_rca::move_leader_to_goals_phase"
						score=140000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_leader_to_keep"
						max_score=120000
						name="ai_default_rca::move_leader_to_keep_phase"
						score=120000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="high_xp_attack"
						location="ai/lua/ca_high_xp_attack.lua"
						max_score=100010
						name="ai_default_rca::high_xp_attack"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="combat"
						max_score=100000
						name="ai_default_rca::combat_phase"
						score=100000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="place_healers"
						location="ai/lua/ca_place_healers.lua"
						max_score=96000
						name="ai_default_rca::place_healers"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="healing"
						max_score=80000
						name="ai_default_rca::get_healing_phase"
						score=80000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="villages"
						max_score=60000
						name="ai_default_rca::get_villages_phase"
						score=60000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_to_targets"
						max_score=20000
						name="ai_default_rca::move_to_targets_phase"
						score=20000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="leader_shares_keep"
						max_score=10000
						name="ai_default_rca::leader_shares_keep_phase"
						score=10000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="move_to_any_enemy"
						location="ai/lua/ca_move_to_any_enemy.lua"
						max_score=1000
						name="ai_default_rca::move_to_any_enemy"
					[/candidate_action]
				[/stage]
				[aspect]
					engine="cpp"
					id="advancements"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="aggression"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.4
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="allow_ally_villages"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="attacks"
					invalidate_on_gamestate_change=yes
					name="composite_aspect"
					[default]
						engine="cpp"
						invalidate_on_gamestate_change=yes
						name="ai_default_rca::aspect_attacks"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="avoid"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							[not]
							[/not]
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="caution"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.25
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="grouping"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="offensive"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_aggression"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="-4.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_goal"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_ignores_keep"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_value"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="3.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="passive_leader"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="passive_leader_shares_keep"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_diversity"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="2.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_instructions"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							[recruit]
								importance=0
							[/recruit]
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_more"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_pattern"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
					[facet]
						engine="cpp"
						name="standard_aspect"
						time_of_day=""
						turns=""
						value="fighter,fighter,archer,healer,scout,scout"
					[/facet]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_randomness"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=50
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_save_gold"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							active=0
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="retreat_enemy_weight"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="1.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="retreat_factor"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.25
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="scout_village_targeting"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=3
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="simple_targeting"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="support_villages"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="village_value"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="1.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="villages_per_scout"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=4
					[/default]
				[/aspect]
			[/ai]
		[/old_side1]
		[old_side2]
			action_bonus_count=0
			allow_player=yes
			auto_shroud=yes
			base_income=2
			carryover_add=no
			carryover_bonus=1
			carryover_gold=0
			carryover_percentage=80
			chose_random=yes
			color="blue"
			controller="human"
			countdown_time=0
			current_player="Blop"
			defeat_condition="no_leader_left"
			disallow_observers=no
			expenses=0
			faction="Ladder Knalgan Alliance"
			faction_name="Knalgan Alliance"
			flag=""
			flag_icon=""
			fog=yes
			fog_data=""
			gold=100
			hidden=no
			id="id2"
			income=2
			lost=no
			net_income=2
			no_leader=no
			num_units=1
			num_villages=0
			objectives="<big>Victory:</big>
<span color='#00ff00'>• Defeat enemy leader(s)</span>"
			objectives_changed=yes
			persistent=yes
			recall_cost=20
			recruit="L_Dwarvish Fighter Ladder_5,L_Dwarvish Guardsman Ladder_1,L_Dwarvish Thunderer Ladder_2,L_Dwarvish Ulfserker Ladder_1,L_Footpad Ladder_1,L_Gryphon Rider,L_Poacher Ladder_2,L_Thief Ladder_1"
			save_id="id2"
			scroll_to_leader=yes
			share_vision="all"
			shroud=no
			shroud_data=""
			side=2
			side_name=""
			start_gold=100
			suppress_end_turn_confirmation=no
			team_name="team2"
			total_upkeep=0
			user_team_name="teamname^2"
			village_gold=2
			village_support=1
			[ai]
				description="Multiplayer_AI^Default AI (RCA)"
				id="ai_default_rca"
				mp_rank=1000
				[stage]
					id="main_loop"
					name="ai_default_rca::candidate_action_evaluation_loop"
					[candidate_action]
						engine="cpp"
						id="goto"
						max_score=200000
						name="ai_default_rca::goto_phase"
						score=200000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="retreat_injured"
						location="ai/lua/ca_retreat_injured.lua"
						max_score=192000
						name="ai_default_rca::retreat_injured"
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="spread_poison"
						location="ai/lua/ca_spread_poison.lua"
						max_score=190000
						name="ai_default_rca::spread_poison"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="recruitment"
						max_score=180000
						name="default_recruitment::recruitment"
						score=180000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_leader_to_goals"
						max_score=140000
						name="ai_default_rca::move_leader_to_goals_phase"
						score=140000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_leader_to_keep"
						max_score=120000
						name="ai_default_rca::move_leader_to_keep_phase"
						score=120000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="high_xp_attack"
						location="ai/lua/ca_high_xp_attack.lua"
						max_score=100010
						name="ai_default_rca::high_xp_attack"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="combat"
						max_score=100000
						name="ai_default_rca::combat_phase"
						score=100000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="place_healers"
						location="ai/lua/ca_place_healers.lua"
						max_score=96000
						name="ai_default_rca::place_healers"
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="healing"
						max_score=80000
						name="ai_default_rca::get_healing_phase"
						score=80000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="villages"
						max_score=60000
						name="ai_default_rca::get_villages_phase"
						score=60000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="move_to_targets"
						max_score=20000
						name="ai_default_rca::move_to_targets_phase"
						score=20000
					[/candidate_action]
					[candidate_action]
						engine="cpp"
						id="leader_shares_keep"
						max_score=10000
						name="ai_default_rca::leader_shares_keep_phase"
						score=10000
					[/candidate_action]
					[candidate_action]
						engine="lua"
						id="move_to_any_enemy"
						location="ai/lua/ca_move_to_any_enemy.lua"
						max_score=1000
						name="ai_default_rca::move_to_any_enemy"
					[/candidate_action]
				[/stage]
				[aspect]
					engine="cpp"
					id="advancements"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="aggression"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.4
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="allow_ally_villages"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="attacks"
					invalidate_on_gamestate_change=yes
					name="composite_aspect"
					[default]
						engine="cpp"
						invalidate_on_gamestate_change=yes
						name="ai_default_rca::aspect_attacks"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="avoid"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							[not]
							[/not]
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="caution"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.25
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="grouping"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="offensive"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_aggression"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="-4.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_goal"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_ignores_keep"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="leader_value"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="3.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="passive_leader"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="passive_leader_shares_keep"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_diversity"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="2.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_instructions"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							[recruit]
								importance=0
							[/recruit]
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_more"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_pattern"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
					[/default]
					[facet]
						engine="cpp"
						name="standard_aspect"
						time_of_day=""
						turns=""
						value="fighter,fighter,fighter,mixed fighter,archer,scout"
					[/facet]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_randomness"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=50
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="recruitment_save_gold"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						[value]
							active=0
						[/value]
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="retreat_enemy_weight"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="1.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="retreat_factor"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=0.25
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="scout_village_targeting"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=3
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="simple_targeting"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="support_villages"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=no
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="village_value"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value="1.0"
					[/default]
				[/aspect]
				[aspect]
					engine="cpp"
					id="villages_per_scout"
					name="composite_aspect"
					[default]
						engine="cpp"
						name="standard_aspect"
						value=4
					[/default]
				[/aspect]
			[/ai]
		[/old_side2]
		[map_pool]
			id="multiplayer_Basilisk_Ladder_Random"
			name="Caves of the Basilisk"
		[/map_pool]
		[map_pool]
			id="multiplayer_Clearing_Gushes_Ladder_Random"
			name="Clearing Gushes"
		[/map_pool]
		[map_pool]
			id="multiplayer_Den_of_Onis_Ladder_Random"
			name="Den of Onis"
		[/map_pool]
		[map_pool]
			id="multiplayer_elensefar_courtyard_Ladder_Random"
			name="Elensefar Courtyard"
		[/map_pool]
		[map_pool]
			id="multiplayer_Fallenstar_Lake_Ladder_Random"
			name="Fallenstar Lake"
		[/map_pool]
		[map_pool]
			id="multiplayer_Hamlets_Ladder_Random"
			name="Hamlets"
		[/map_pool]
		[map_pool]
			id="multiplayer_Hellhole_Ladder_Random"
			name="Hellhole"
		[/map_pool]
		[map_pool]
			id="multiplayer_Hornshark_Island_Ladder_Random"
			name="Hornshark Island"
		[/map_pool]
		[map_pool]
			id="multiplayer_Howling_Ghost_Badlands_Ladder_Random"
			name="Howling Ghost Badlands"
		[/map_pool]
		[map_pool]
			id="multiplayer_Ruined_Passage_Ladder_Random"
			name="Ruined Passage"
		[/map_pool]
		[map_pool]
			id="multiplayer_Ruphus_Isle_Ladder_Random"
			name="Ruphus Isle"
		[/map_pool]
		[map_pool]
			id="multiplayer_Sablestone_Delta_Ladder_Random"
			name="Sablestone Delta"
		[/map_pool]
		[map_pool]
			id="multiplayer_Silverhead_Crossing_Ladder_Random"
			name="Silverhead Crossing"
		[/map_pool]
		[map_pool]
			id="multiplayer_Sullas_Ruins_Ladder_Random"
			name="Sulla’s Ruins"
		[/map_pool]
		[map_pool]
			id="multiplayer_Swamp_of_Dread_Ladder_Random"
			name="Swamp of Dread"
		[/map_pool]
		[map_pool]
			id="multiplayer_The_Freelands_Ladder_Random"
			name="The Freelands"
		[/map_pool]
		[map_pool]
			id="multiplayer_The_Walls_of_Pyrennis_Ladder_Random"
			name="The Walls of Pyrennis"
		[/map_pool]
		[map_pool]
			id="multiplayer_thousand_stings_garrison_Ladder_Random"
			name="Thousand Stings Garrison"
		[/map_pool]
		[map_pool]
			id="multiplayer_Tombs_of_Kesorak_Ladder_Random"
			name="Tombs of Kesorak"
		[/map_pool]
		[map_pool]
			id="multiplayer_Weldyn_Channel_Ladder_Random"
			name="Weldyn Channel"
		[/map_pool]
	[/variables]
	[undo_stack]
		committed=no
		side=1
	[/undo_stack]
	[display]
		color_adjust_blue=0
		color_adjust_green=0
		color_adjust_red=0
		view_locked=no
		[location]
			x=22
			y=9
		[/location]
	[/display]
	[music]
		ms_after=0
		ms_before=12000
		name="knolls.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="wanderer.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="battle.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="transience.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_king_is_dead.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="knalgan_theme.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_city_falls.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="nunc_dimittis.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="revelation.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="loyalists.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="breaking_the_chains.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="elvish-theme.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="legends_of_the_north.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="traveling_minstrels.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="underground.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="vengeful.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="frantic.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_dangerous_symphony.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="heroes_rite.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="suspense.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="the_deep_path.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="siege_of_laurelmor.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="casualties_of_war.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="silvan_sanctuary.ogg"
		shuffle=yes
	[/music]
	[music]
		append=yes
		ms_after=0
		ms_before=12000
		name="battle-epic.ogg"
		shuffle=yes
	[/music]
[/replay_start]
[replay]
	[upload_log]
		[ai_log]
			ai_id1="ai_default_rca"
			ai_id2="ai_default_rca"
			version="1.18.7"
		[/ai_log]
	[/upload_log]
	[command]
		sent=yes
		[start]
		[/start]
		[checkup]
			[result]
				next_unit_id=12
				random_calls=80
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="5840b4f1"
			request_id=1
		[/random_seed]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		undo=no
		[speak]
			id="Blop"
			message="enjoy!"
			side=1
			time=1780226237
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="Roge_Tebnelok"
			message="u2"
			side=2
			time=1780226242
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="1,1,1"
			y="2,3,4"
		[/move]
		[checkup]
			[result]
				final_hex_x=1
				final_hex_y=4
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="1,2,3,4,5,6"
			y="1,1,1,1,1,1"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=1
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="2,3,4,5,6,6"
			y="2,3,3,4,4,5"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=5
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="24,24,23,22,21,20"
			y="4,5,6,6,7,7"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=7
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="26,25,24,23,22,21"
			y="3,3,2,3,3,4"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=4
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="24,25,26,27,28,29"
			y="2,3,3,4,4,5"
		[/move]
		[checkup]
			[result]
				final_hex_x=29
				final_hex_y=5
				stopped_early=no
			[/result]
			[result]
				next_unit_id=12
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Thief Ladder_1"
			x=29
			y=10
			[from]
				x=29
				y=5
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="9Ys42epeMNvNPvAq6ji.g,o4-k7eyjo-dgh8+rHPSEcZ6ck.0oamK626kj-xk,0239j24OeVJ>3rglcWq13p+oBi4A0np,+t071jxvRI0xBwwYnkUVo9Pa.-QMCn,AIc"
			[/result]
			[result]
				next_unit_id=13
				random_calls=23
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="34059f73"
			request_id=2
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Gryphon Rider"
			x=29
			y=9
			[from]
				x=29
				y=5
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="p.c5aG>t<P.QR823FO-j6y15-n19>7<oa90ng4pkj505>nF2<XZ.gd6Gm.a<cd5,-X7jx17Z-ob,fY35z7>lf30k8dq<eka->kp32CxlSFFf.DaOxqCg2P.pMqT7cbYL"
			[/result]
			[result]
				next_unit_id=14
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="b68252cd"
			request_id=3
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Ulfserker Ladder_1"
			x=30
			y=8
			[from]
				x=29
				y=5
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="D35VR>vinhq+WjRnsn6n3UxmKi3VM1TSvnK1Yjtk><f33ng<y0dKcA9<iO5>XY6xEMdexg.j,l1ac>cLdk6D48v8a+1pM-ob5z,m9ZTw1,Wmhdfjx7t7abfbpl61iix<"
			[/result]
			[result]
				next_unit_id=15
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="8ff3e4e6"
			request_id=4
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Footpad Ladder_1"
			x=30
			y=7
			[from]
				x=29
				y=5
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="ukPscOQ,tye63eNoRsOcFLARsP2smJoK8IIQBybzPooEzMr06V3yBNPUDGExpgSzRIOyPbALFvNJEOsMrLNNPoounAppmhF6pY.jWc4..FwAGlk407M>NCclFedLx33g"
			[/result]
			[result]
				next_unit_id=16
				random_calls=23
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="3e5f1aad"
			request_id=5
		[/random_seed]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="29,28,27,26,25,24"
			y="27,26,26,25,25,24"
		[/move]
		[checkup]
			[result]
				final_hex_x=24
				final_hex_y=24
				stopped_early=no
			[/result]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="30,30,30"
			y="27,26,25"
		[/move]
		[checkup]
			[result]
				final_hex_x=30
				final_hex_y=25
				stopped_early=no
			[/result]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="7,7,6,6,6,5"
			y="21,20,19,18,17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="7,7,7"
			y="22,21,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=20
				stopped_early=no
			[/result]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="9,10,11,12,13,14"
			y="26,25,25,24,25,24"
		[/move]
		[checkup]
			[result]
				final_hex_x=14
				final_hex_y=24
				stopped_early=no
			[/result]
			[result]
				next_unit_id=16
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="dxqrw has logged into the lobby"
			time=1780226406
		[/speak]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Drake Glider"
			x=13
			y=24
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="oD9JuoltO<cqj0FMraEEGvPdLBGpPJONALRxKF5IATpOHiIytNSGIBSL>ACI0styQTiMHhynDpv>IqQJHsLLiOGC7RL9UHbFsoyOtTXU3ArRrp7BvbuVtGkZEF4Zc2vn"
			[/result]
			[result]
				next_unit_id=17
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="9453d684"
			request_id=6
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Skirmisher"
			x=15
			y=25
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="yHyg4pJQmtE8Hrzqa71V3ozJtmbzHLdFKO<EPlQRFspCqG9.J+z+MJVZG8E>ngTz7tvPJQX0QosI,oyMGnG,rK,wLZyGAn2D.PDvpSHTlFs0nA7Pp0fD8aa7C.z-509l"
			[/result]
			[result]
				next_unit_id=18
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="ed9b05e3"
			request_id=7
		[/random_seed]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,7,7,8"
			y="1,2,3,3"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=3
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="1,2,3,4"
			y="4,3,4,3"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=3
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,19,18,17,16"
			y="7,8,9,9,10,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,20,19,18,17"
			y="4,4,4,4,5"
		[/move]
		[checkup]
			[result]
				final_hex_x=17
				final_hex_y=5
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,6,6,7,7,8"
			y="5,6,7,8,9,9"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=9
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="29,28,28,27,26,25,24,23,22,21"
			y="9,9,10,11,11,12,12,13,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="29,29,29,28,27,26,26"
			y="10,11,12,12,13,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="30,29,28,27"
			y="7,8,8,9"
		[/move]
		[checkup]
			[result]
				final_hex_x=27
				final_hex_y=9
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="29,28,27,26,25,24"
			y="5,5,6,6,7,7"
		[/move]
		[checkup]
			[result]
				final_hex_x=24
				final_hex_y=7
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="30,29,28,27,27,26"
			y="8,9,9,10,11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="30,29,28,27,26,25"
			y="25,25,24,24,24,24"
		[/move]
		[checkup]
			[result]
				final_hex_x=25
				final_hex_y=24
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="24,23"
			y="24,25"
		[/move]
		[checkup]
			[result]
				final_hex_x=23
				final_hex_y=25
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="5,4,4,4,4,4"
			y="17,16,15,14,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=13
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="4,4"
			y="13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="7,8,8,9,9,10"
			y="20,19,18,18,17,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=10
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,13,13,13,13,13,14,14,15"
			y="24,23,22,21,20,19,18,17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=13
				final_hex_y=20
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,13,14,14,15"
			y="20,19,18,17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=13
				final_hex_y=19
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,14,14,15"
			y="19,18,17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=15
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="15,16"
			y="17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="15,16,17,17,18,18"
			y="25,24,24,23,22,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=18
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Augur"
			x=16
			y=25
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="cbowRyMj09KuzpGF1aILQOzr3Qb18wDi7p2<r7LDByou2sQeTIm4OQuQw0HC5EQA6NDINp1p3q9E5XO.qgBz3A55aLDB5mQvfK2KEJIroPJowoHrtuGN1yaWSz-Cavd1"
			[/result]
			[result]
				next_unit_id=19
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="3cd121c1"
			request_id=8
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Augur"
			x=15
			y=25
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="cbowRyMj09KuzpGF1aILQOxr3Qb18wDi6p2<r7LDByou2sQeTIm4OQuQw0HC5EQA6NDINp1p3q9E5XO.qgBz3A55aLDB5mQvfK2KETIroPJowoHrtuGN1yaWSz-Cavd<"
			[/result]
			[result]
				next_unit_id=20
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="cce83870"
			request_id=9
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Augur"
			x=13
			y=24
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="cbowRyMj09KuzpGF1aILQOxr3Qb18wDi6p2<r7LDByou2sQeTIm4OQuQw0HC5EQA6NDINp1p3q9E5XO.qgBz3A55aLDB5mQvfK2KETIroPJowoHrtuGN1yaWSz-Cavd<"
			[/result]
			[result]
				next_unit_id=21
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="a9b951f7"
			request_id=10
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="14,15,16,17,18,19"
			y="24,25,24,24,24,25"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=25
				stopped_early=no
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,20,20"
			y="14,14,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="17,16,15,14"
			y="5,5,6,6"
		[/move]
		[checkup]
			[result]
				final_hex_x=14
				final_hex_y=6
				stopped_early=no
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="26,26,25,24,23,22"
			y="11,12,13,13,14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,21,22,23,24,25,25,26"
			y="15,16,16,17,17,18,19,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=16
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="24,23,22,21,20"
			y="7,7,7,8,7"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=7
				stopped_early=no
			[/result]
			[result]
				next_unit_id=21
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Guardsman Ladder_1"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="dTKGTRomeRxtKa+3dGX+LR8x-CTAQdpaPuuxJixJz0dTxgIHJpBr3wgGEJorJP2xc-tKjnfOzsrcONh6BtHsB4aAAKDzR9lwPAMYPKLydrG5B96Yfet8KacgOiOBTiw,"
			[/result]
			[result]
				next_unit_id=22
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="ba25ba2c"
			request_id=11
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8,8,8"
			y="9,10,11,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8,8,8,8,9"
			y="3,4,5,6,7,8"
		[/move]
		[checkup]
			[result]
				final_hex_x=9
				final_hex_y=8
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="4,5,6,6,6"
			y="3,4,4,5,6"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=6
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="16,15,14,14,13"
			y="10,11,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=13
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,20,19,18,17,17"
			y="16,15,16,15,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=17
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="26,25,24,23,22,21"
			y="14,14,14,15,15,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="27,26,25,24,23,22,21,21"
			y="9,9,10,10,11,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="25,25,26,27,27,27,27"
			y="24,23,22,22,21,20,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=27
				final_hex_y=19
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="23,24,24,24,24,25"
			y="25,24,23,22,21,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=25
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="4,5,6,7,8"
			y="12,12,11,11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=12
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="5,6,7,8"
			y="12,11,11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=11
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="6,7,8"
			y="11,11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Young Ogre"
			defender_lvl=1
			defender_type="Dwarvish Scout"
			defender_weapon=0
			tod="dusk"
			turn=3
			weapon=0
			[source]
				x=8
				y=11
			[/source]
			[destination]
				x=8
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=30
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=30
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=30
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="2169d713"
			request_id=12
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="10,10,10,10,10,9"
			y="16,15,14,13,12,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=9
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Saurian Augur"
			defender_lvl=1
			defender_type="Dwarvish Scout"
			defender_weapon=1
			tod="dusk"
			turn=3
			weapon=1
			[source]
				x=9
				y=12
			[/source]
			[destination]
				x=8
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=9
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="61ecb63c"
			request_id=13
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,15,14,13,12,11,10"
			y="17,17,16,17,16,16,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=10
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,17,17,17,17,16"
			y="21,21,20,19,18,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,17,17,18,18"
			y="25,25,24,23,22,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="15,15,15,15,15,15,14"
			y="25,24,23,22,21,20,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=14
				final_hex_y=19
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,13,13,13,14,15,16"
			y="24,23,22,21,20,20,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=19
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="19,18,17,16,15,14"
			y="25,24,24,24,25,24"
		[/move]
		[checkup]
			[result]
				final_hex_x=14
				final_hex_y=24
				stopped_early=no
			[/result]
			[result]
				next_unit_id=22
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Skirmisher"
			x=16
			y=25
			[from]
				x=14
				y=24
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="yHyg4oJQmtE8Hrzra71V3ozJtmbzHLdFKO<EPlQRFspCqG9.J+z+MJVZG8E>ngTz7tvPJQX0QosI,oyMGnG,qK,wLZyGAn2D.PDvpSHTlFs0nA7Pp0fD8dk7C.z-509l"
			[/result]
			[result]
				next_unit_id=23
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="5355abb8"
			request_id=14
		[/random_seed]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="9,9,10,10,10"
			y="8,9,9,10,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=10
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="Thug"
			defender_lvl=1
			defender_type="Saurian Augur"
			defender_weapon=0
			tod="first_watch"
			turn=4
			weapon=0
			[source]
				x=10
				y=11
			[/source]
			[destination]
				x=9
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="c1232b4e"
			request_id=15
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8"
			y="12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,7"
			y="13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="13,12,11,11,10,9"
			y="13,12,12,11,10,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=9
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="Young Ogre"
			defender_lvl=1
			defender_type="Saurian Augur"
			defender_weapon=0
			tod="first_watch"
			turn=4
			weapon=0
			[source]
				x=9
				y=11
			[/source]
			[destination]
				x=9
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=23
				random_calls=1
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="b93ba99a"
			request_id=16
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="7,6,5,4"
			y="14,13,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,6,6"
			y="6,7,8"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=8
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="14,13,13,12,11,11"
			y="6,7,8,8,9,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=11
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="Roge_Tebnelok"
			message="didn't count that scout cxan reach both vills"
			side=2
			time=1780226848
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="Blop"
			message="scouts are pretty great"
			side=1
			time=1780226863
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="Blop"
			message="not available in standard ofc"
			side=1
			time=1780226871
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,20,20,21"
			y="9,10,11,12,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="17,16,15,14,13,12,11,10,9,8"
			y="14,13,13,12,12,12,12,12,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Gryphon Rider"
			defender_lvl=1
			defender_type="Young Ogre"
			defender_weapon=0
			tod="first_watch"
			turn=4
			weapon=0
			[source]
				x=8
				y=12
			[/source]
			[destination]
				x=8
				y=11
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=60
				damage=10
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=10
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=23
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="20a059de"
			request_id=17
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Guardsman Ladder_1"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="dTKGTRomeRxtKa+3dGX+LR8x-CTAQdpaPuuxJixJz0dTxgIHJpBr3wgGEJorJP2xc-tKjnfOzsrcONh6BtHsB4aAAKDzR9lwPAMYPKLydrG5B96Yfet8KacgOiOBTiw,"
			[/result]
			[result]
				next_unit_id=24
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="d861e5e2"
			request_id=18
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,22,23,24,25,26"
			y="13,13,14,14,14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=13
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,23,24,25,26"
			y="13,14,14,14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,19,18,17,16"
			y="7,8,9,9,10,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,21,21,21"
			y="14,14,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,21,22"
			y="15,14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,22"
			y="13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Linux has logged into the lobby"
			time=1780226960
		[/speak]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="8,7,6,5"
			y="11,11,11,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Young Ogre"
			defender_lvl=1
			defender_type="Dwarvish Scout"
			defender_weapon=0
			tod="first_watch"
			turn=4
			weapon=0
			[source]
				x=5
				y=12
			[/source]
			[destination]
				x=4
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=50
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=24
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="bb5e20bc"
			request_id=19
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,18,18,19,20,20,21"
			y="19,19,18,17,17,16,15,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=18
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,19"
			y="18,18"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=18
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,18"
			y="17,18,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,17,17,17,17,16"
			y="21,21,20,19,18,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,17,17,18,18,18,18"
			y="25,25,24,23,22,21,20,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=19
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="14,13,13,13,13"
			y="24,24,23,22,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=13
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="14,15,16,17,18"
			y="19,19,18,19,18"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=18
				stopped_early=no
			[/result]
			[result]
				next_unit_id=24
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Drake Fighter Ladder_1"
			x=14
			y=19
			[from]
				x=13
				y=21
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="n>ftG0mO0qfswrg>ah8tIumkfrO1PmvqI7HSkAMRxDLrKIzCyuS8QmJsEq9OFDIMKUAmRi8zQ3ExJsNDrK1xosUpFDEBuRnJGctyOqnvQ2xs6j.a51oGRcQVEkutI4aL"
			[/result]
			[result]
				next_unit_id=25
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="253208a9"
			request_id=20
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="25,26,26,26,26,27"
			y="21,20,19,18,17,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=27
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="momom2 has logged into the lobby"
			time=1780227092
		[/speak]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="27,27,26,26,26"
			y="19,18,17,16,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="26,26"
			y="15,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8"
			y="12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8,8,8,8,8,7,7"
			y="13,14,15,16,17,18,19,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=15
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8,8,8,7,7"
			y="15,16,17,18,19,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=20
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Spherial has logged into the lobby"
			time=1780227129
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="4,4,4,4,4,5"
			y="12,13,14,15,16,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="joschua has logged into the lobby"
			time=1780227256
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="figl569 has logged into the lobby"
			time=1780227260
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="10,10,9,8,8,7"
			y="11,12,13,13,14,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="11,10,10,9,8"
			y="10,10,11,12,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="prasmal1 has logged into the lobby"
			time=1780227294
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="16,17,18,19,20,20"
			y="10,10,9,9,8,7"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=7
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="26,25"
			y="14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=25
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,22,23,24,25,26"
			y="14,14,15,15,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,20,20,21"
			y="9,10,11,12,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,21,20,19,18,17,16"
			y="12,12,11,11,10,10,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=25
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Fighter Ladder_5"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="i.cOy7bj8LIa3G0WX,N<zBSYE+vxQYlylACGBy.NBm+OxtILEnVHElrPxkUHJOr1spnxBRMHHwxUoIm.usQPBTrOtLGOQKKGOnuqwHH8MMILtLdg4-4yehco,t7pWDxY"
			[/result]
			[result]
				next_unit_id=26
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="93e708f8"
			request_id=21
		[/random_seed]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="lucar has logged into the lobby"
			time=1780227359
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="9,10,11"
			y="11,11,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=11
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,6,6,5,4,4"
			y="8,9,10,11,11,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,21"
			y="12,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="25,24,23,23"
			y="14,13,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=23
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,22"
			y="11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,18,19,19,20"
			y="17,17,16,16,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=16
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="19,19,20"
			y="16,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=1
			tod="second_watch"
			turn=5
			weapon=1
			[source]
				x=20
				y=14
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="1e779a03"
			request_id=22
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="19,19,20,21,22,22"
			y="18,17,16,16,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=1
			tod="second_watch"
			turn=5
			weapon=1
			[source]
				x=22
				y=14
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="40b7121d"
			request_id=23
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,18,19,20,20,21"
			y="18,17,17,16,15,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=1
			tod="second_watch"
			turn=5
			weapon=1
			[source]
				x=21
				y=15
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="f00a611f"
			request_id=24
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,19,19,19,20,20,20"
			y="17,17,16,15,14,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="18,19,20,21,22,23,23,24"
			y="19,19,18,18,17,17,16,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=24
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Otherkin has logged into the lobby"
			time=1780227460
		[/speak]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="26,26,25,24,23,22"
			y="16,15,15,14,14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Saurian Skirmisher"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=0
			tod="second_watch"
			turn=5
			weapon=0
			[source]
				x=22
				y=13
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=50
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=7
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="9de20935"
			request_id=25
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="27,26,25,24,24,24"
			y="17,17,17,16,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=24
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="10,10,9,9,8"
			y="16,17,18,19,19"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=19
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Drake Glider"
			defender_lvl=1
			defender_type="L_Gryphon Rider"
			defender_weapon=-1
			tod="second_watch"
			turn=5
			weapon=1
			[source]
				x=8
				y=19
			[/source]
			[destination]
				x=7
				y=20
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=60
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=3
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="ded98992"
			request_id=26
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="14,13,12,11,11,10"
			y="19,19,18,18,17,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=10
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=26
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Drake Fighter Ladder_1"
			x=13
			y=20
			[from]
				x=13
				y=21
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="n>ftG0mV5qfswrg>ah9tIumkfrO1PmvqI7HSkAMRxDLrKIzCyuS8QmJsEq9OFDIMKUAmRi8zQ3ExJsNDrK1xosPAFDEBuRnJGctyOqnvQ2xs6j.a51oGRcQVEkutI4aL"
			[/result]
			[result]
				next_unit_id=27
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="f68900c6"
			request_id=27
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,12,11,10,9,8"
			y="21,21,22,21,22,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=27
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=27
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=27
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=27
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="ReeX0 has logged into the lobby"
			time=1780227509
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20"
			y="9,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=27
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Fighter Ladder_5"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="i.cOy7bj8LIa3NXWX,N<zBSYE+vxQYlylACGBy.NBm+OxtILEnVHElrPxkUHJOr1spnxBRMHHwxUoIm.usQPBTrOtLGOLVKGOnuqwHH8MMILtLdg4-4yehco,t7pWDx<"
			[/result]
			[result]
				next_unit_id=28
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="bb8d15b9"
			request_id=28
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,21,21,21"
			y="7,8,9,10,11,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=2
			attacker_type="L_Dwarvish Thunderguard Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Skirmisher"
			defender_weapon=1
			tod="dawn"
			turn=6
			weapon=1
			[source]
				x=21
				y=12
			[/source]
			[destination]
				x=20
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=22
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=3
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="5c3688c5"
			request_id=29
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="16,17,18,18,19"
			y="10,11,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Thief Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Skirmisher"
			defender_weapon=0
			tod="dawn"
			turn=6
			weapon=0
			[source]
				x=19
				y=13
			[/source]
			[destination]
				x=20
				y=12
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=11
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=3
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="f8d22690"
			request_id=30
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="23,23"
			y="12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=23
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Footpad Ladder_1"
			defender_lvl=1
			defender_type="Saurian Skirmisher"
			defender_weapon=1
			tod="dawn"
			turn=6
			weapon=1
			[source]
				x=23
				y=13
			[/source]
			[destination]
				x=22
				y=13
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="14749ddf"
			request_id=31
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,21"
			y="10,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Fighter Ladder_5"
			defender_lvl=1
			defender_type="Saurian Skirmisher"
			defender_weapon=0
			tod="dawn"
			turn=6
			weapon=0
			[source]
				x=21
				y=13
			[/source]
			[destination]
				x=22
				y=13
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=60
				damage=9
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=1
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="de89d0cb"
			request_id=32
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,21,20,20"
			y="11,12,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Ulfserker Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="dawn"
			turn=6
			weapon=0
			[source]
				x=20
				y=13
			[/source]
			[destination]
				x=20
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=60
				damage=5
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=15
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="36c0cf8f"
			request_id=33
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="11,12,13,14,15,16"
			y="12,12,13,12,12,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="4,4"
			y="12,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="7,6,5,4,4"
			y="15,14,14,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="5,4,4,5,5,6"
			y="17,16,15,15,14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="7,6,5,5,5,5,5,5,5,5"
			y="20,20,20,19,18,17,16,15,14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="4,5,6,7,8"
			y="11,11,10,11,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="8,7"
			y="19,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=20
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="24,23,22,21,20,20"
			y="14,15,15,16,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Drake Fighter"
			defender_lvl=1
			defender_type="L_Dwarvish Ulfserker Ladder_1"
			defender_weapon=0
			tod="dawn"
			turn=6
			weapon=0
			[source]
				x=20
				y=14
			[/source]
			[destination]
				x=20
				y=13
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=6
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=6
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=12
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="e8c1f1a5"
			request_id=34
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=1
			tod="dawn"
			turn=6
			weapon=1
			[source]
				x=22
				y=14
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="4aecaff2"
			request_id=35
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Dwarvish Guardsman Ladder_1"
			defender_weapon=1
			tod="dawn"
			turn=6
			weapon=1
			[source]
				x=21
				y=15
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="7bb0a2d9"
			request_id=36
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="24,23,22,21"
			y="15,15,14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Skirmisher"
			defender_lvl=1
			defender_type="L_Dwarvish Fighter Ladder_5"
			defender_weapon=-1
			tod="dawn"
			turn=6
			weapon=1
			[source]
				x=21
				y=14
			[/source]
			[destination]
				x=21
				y=13
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=2
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="c141c2b3"
			request_id=37
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,14,15,15,16"
			y="20,19,19,18,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,18,19"
			y="17,17,16,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="8,9,10,11,12,13"
			y="21,22,21,22,21,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=13
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="23,24,24,24,23,22"
			y="13,13,14,15,16,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,20"
			y="13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="16,17,18,19,20,21"
			y="11,11,11,12,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="Young Ogre"
			defender_lvl=1
			defender_type="L_Saurian Skirmisher"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=21
				y=13
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=7
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="MasterBao has logged into the lobby"
			time=1780227725
		[/speak]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="64fb5012"
			request_id=38
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,20,20"
			y="9,10,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Fighter Ladder_5"
			defender_lvl=1
			defender_type="L_Saurian Skirmisher"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=20
				y=13
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=9
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=7
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="a2742f43"
			request_id=39
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="19,20,21,22,22"
			y="13,12,12,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Thief Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Skirmisher"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=22
				y=13
			[/source]
			[destination]
				x=21
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=28
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="14f8d2f8"
			request_id=40
		[/random_seed]
	[/command]
	[command]
		dependent=yes
		from_side=1
		[choose]
			value=0
		[/choose]
	[/command]
	[command]
		from_side=1
		[move]
			x="26,25,24,23,22,21"
			y="14,15,15,16,16,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,21,21,20,20,20"
			y="12,11,10,9,8,7"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=7
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,21,21"
			y="12,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Guardsman Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=21
				y=16
			[/source]
			[destination]
				x=21
				y=15
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="e2f7d842"
			request_id=41
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Fighter Ladder_5"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=21
				y=14
			[/source]
			[destination]
				x=22
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=9
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=50
				damage=2
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=9
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="09e22409"
			request_id=42
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Footpad Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=22
				y=15
			[/source]
			[destination]
				x=22
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=28
				random_calls=4
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="1ffe3c83"
			request_id=43
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Fighter Ladder_5"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="i.cOy7bj8LIa3G1WX,N<zBSYE+vxQYlylACGBy.NBm+OxtILEnVHElrPxkUHJOr1spnxBRMHHwxUoIm.usQPBTrOtLGOQLKGOnuqwHH8MMILtLdg4-4yghco,t7pWDx<"
			[/result]
			[result]
				next_unit_id=29
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="41c50a21"
			request_id=44
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Thief Ladder_1"
			x=20
			y=8
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="D1bge<6OfZ3Rkfgl6483r+4jmjKlje7-7,aQFQur1k8o7W+f1oD>3h6kgxk,0239j24OeVJ13rglcWq13p+oBi4A0kp,+t071jxvRI0xBwwYnkUVo9Pa.-QMEn,AIcAw"
			[/result]
			[result]
				next_unit_id=30
				random_calls=23
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="186ae72f"
			request_id=45
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="5,5"
			y="13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=5
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="5,6"
			y="14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="SwiftyX has logged into the lobby"
			time=1780227793
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,7,8,9,10,10,11"
			y="14,14,13,13,12,11,11"
		[/move]
		[checkup]
			[result]
				final_hex_x=11
				final_hex_y=11
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,9,10,11"
			y="10,10,9,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=11
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="determisland has logged into the lobby"
			time=1780227834
		[/speak]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,7"
			y="13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="8,8,7,6"
			y="12,13,14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="7,8,8"
			y="14,13,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=8
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="19,19,20,21,22,23,23"
			y="16,17,17,18,17,17,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=23
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Drake Fighter Ladder_1"
			defender_lvl=1
			defender_type="L_Footpad Ladder_1"
			defender_weapon=0
			tod="morning"
			turn=7
			weapon=0
			[source]
				x=23
				y=16
			[/source]
			[destination]
				x=22
				y=15
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=13
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=3
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="ee211f8f"
			request_id=46
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Saurian Augur"
			defender_lvl=1
			defender_type="L_Footpad Ladder_1"
			defender_weapon=1
			tod="morning"
			turn=7
			weapon=1
			[source]
				x=21
				y=15
			[/source]
			[destination]
				x=22
				y=15
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=4
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=30
				random_calls=3
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="077f33b2"
			request_id=47
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="22,23,24,25,26"
			y="14,15,15,15,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=26
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="10,11,12,13,14,15,16"
			y="16,17,17,18,17,18,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="7,7,8,9,9,10"
			y="20,19,18,18,17,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=10
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=30
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Skirmisher"
			x=14
			y=19
			[from]
				x=13
				y=21
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="yHyg5jJQmtE8Hrzqa71V3ozJtmbzHLdFKO<EPlQRFspCqG9.J+z+MJVZG8E>ngTz7tvPJQX0QosI,oyMGnG.xK,wLZyGAn2D.PDvpSHTlFs0nA8Pp0fD8aa7C.z-509l"
			[/result]
			[result]
				next_unit_id=31
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="4bce09aa"
			request_id=48
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Skirmisher"
			x=13
			y=20
			[from]
				x=13
				y=21
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="yHyg5jJQmtE8Hrzqa71V3ozJtmbzHLdFKO<EPlQRFspCqG9.J+z+MJVZG8E>ngTz7tvPJQX0QosI,oyMGnG.xK,wLZyGAn2D.PDvpSHTlFs0nA8Pp0fD8aa7C.z-509l"
			[/result]
			[result]
				next_unit_id=32
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="be238d93"
			request_id=49
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="20,19,19,19"
			y="14,15,16,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=19
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		[countdown_update]
			team=2
			value=390000
		[/countdown_update]
	[/command]
	[command]
		sent=yes
		[end_turn]
			next_player_number=3
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup1]
		[checkup2]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup2]
	[/command]
	[command]
		[init_side]
			side_number=1
		[/init_side]
		[checkup]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,22,23,24,25"
			y="13,13,14,14,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=25
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="Young Ogre"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=25
				y=15
			[/source]
			[destination]
				x=26
				y=14
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=50
				damage=7
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=32
				random_calls=1
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="7da91a12"
			request_id=50
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,23"
			y="13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=23
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,22"
			y="14,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,20,20,20,21"
			y="8,9,10,11,12,13,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Thief Ladder_1"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=21
				y=14
			[/source]
			[destination]
				x=21
				y=15
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=30
				damage=4
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=30
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=5
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="fbf5f688"
			request_id=51
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,21"
			y="16,17"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=17
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="23,23,22,21"
			y="14,15,15,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=21
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=2
			attacker_type="L_Rogue"
			defender_lvl=1
			defender_type="L_Saurian Augur"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=21
				y=16
			[/source]
			[destination]
				x=21
				y=15
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=12
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=32
				random_calls=1
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="543274aa"
			request_id=52
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="22,23,24,24"
			y="13,14,14,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=24
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[attack]
			attacker_lvl=1
			attacker_type="L_Dwarvish Fighter Ladder_5"
			defender_lvl=1
			defender_type="L_Drake Fighter Ladder_1"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=24
				y=15
			[/source]
			[destination]
				x=23
				y=16
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=70
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=8
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=8
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=7
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="230a68e0"
			request_id=53
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="21,21,21,21,22"
			y="17,18,19,20,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=20
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,21,21,21,22"
			y="13,14,15,16,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,20,20,20"
			y="9,10,11,12,13"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=13
				stopped_early=no
			[/result]
			[result]
				next_unit_id=32
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[recruit]
			type="L_Dwarvish Fighter Ladder_5"
			x=20
			y=9
			[from]
				x=20
				y=7
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="i.cOy7bj8LIa3NXWX,N<zBSYE+vxQYlylACGBy.NBm+OxtILEnVHElrPxkUHJOr1spnxBRMHHwxUoIm.usQPBTrOtLGOLVKGOnuqwHH8MMILtLdg4-4yehco,t7pWDx<"
			[/result]
			[result]
				next_unit_id=33
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="246b15e4"
			request_id=54
		[/random_seed]
	[/command]
	[command]
		from_side=1
		[move]
			x="11,12,13,14,15,16,17,18,19,20"
			y="11,11,12,12,13,12,12,11,12,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=12
				final_hex_y=11
				stopped_early=yes
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="12,13,14,15,16,17,18,19,20"
			y="11,12,12,13,12,12,11,12,12"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=12
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="6,6,5,4,4"
			y="13,14,15,15,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=4
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="4,4,5,6"
			y="12,13,14,14"
		[/move]
		[checkup]
			[result]
				final_hex_x=6
				final_hex_y=14
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=1
		[move]
			x="20,20,19,18,17,16"
			y="7,8,9,9,10,10"
		[/move]
		[checkup]
			[result]
				final_hex_x=16
				final_hex_y=10
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Sinukuban has logged into the lobby"
			time=1780228047
		[/speak]
	[/command]
	[command]
		[countdown_update]
			team=1
			value=390000
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
			next_player_number=2
		[/end_turn]
		[checkup1]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup1]
	[/command]
	[command]
		sent=yes
		[init_side]
			side_number=2
		[/init_side]
		[checkup]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="713f has logged into the lobby"
			time=1780228068
		[/speak]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="16,17,18,19,20"
			y="17,17,16,16,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Drake Fighter Ladder_1"
			defender_lvl=2
			defender_type="L_Rogue"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=20
				y=15
			[/source]
			[destination]
				x=21
				y=16
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=13
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=13
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="a87d1aa7"
			request_id=55
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="19,20"
			y="17,16"
		[/move]
		[checkup]
			[result]
				final_hex_x=20
				final_hex_y=16
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="Drake Fighter"
			defender_lvl=2
			defender_type="L_Rogue"
			defender_weapon=0
			tod="afternoon"
			turn=8
			weapon=0
			[source]
				x=20
				y=16
			[/source]
			[destination]
				x=21
				y=16
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=13
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=40
				damage=0
				hits=no
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				chance=70
				damage=5
				hits=yes
			[/result]
			[result]
				dies=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=6
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="536f7084"
			request_id=56
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="23,22"
			y="16,15"
		[/move]
		[checkup]
			[result]
				final_hex_x=22
				final_hex_y=15
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[attack]
			attacker_lvl=1
			attacker_type="L_Drake Fighter Ladder_1"
			defender_lvl=2
			defender_type="L_Rogue"
			defender_weapon=1
			tod="afternoon"
			turn=8
			weapon=1
			[source]
				x=22
				y=15
			[/source]
			[destination]
				x=21
				y=16
			[/destination]
		[/attack]
		[checkup]
			[result]
				chance=40
				damage=4
				hits=yes
			[/result]
			[result]
				dies=yes
			[/result]
			[result]
				next_unit_id=33
				random_calls=1
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="aa268741"
			request_id=57
		[/random_seed]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="13,12,11,10,9,8,7"
			y="20,19,20,20,20,19,20"
		[/move]
		[checkup]
			[result]
				final_hex_x=7
				final_hex_y=20
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[move]
			x="14,15,16,17,18"
			y="19,20,20,21,21"
		[/move]
		[checkup]
			[result]
				final_hex_x=18
				final_hex_y=21
				stopped_early=no
			[/result]
			[result]
				next_unit_id=33
				random_calls=0
			[/result]
		[/checkup]
	[/command]
	[command]
		from_side=2
		sent=yes
		[recruit]
			type="L_Saurian Augur"
			x=14
			y=19
			[from]
				x=13
				y=21
			[/from]
		[/recruit]
		[checkup]
			[result]
				checksum="cbowRyMj09KuzpGF1aILQOxr3Qb18wDi6p2<r7LDByou2sQeTIm4OQuQw0HC5EQA6NDINp1p3q9E5XO.qgBz3A55aLDB5mQvfK2KETIroPJowoHrtuGN1yaWSz-Cavd<"
			[/result]
			[result]
				next_unit_id=34
				random_calls=22
			[/result]
		[/checkup]
	[/command]
	[command]
		dependent=yes
		from_side="server"
		sent=yes
		[random_seed]
			new_seed="66b73d44"
			request_id=58
		[/random_seed]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="Roge_Tebnelok"
			message="gg, no idea how to play this mu map mix"
			side=2
			time=1780228133
		[/speak]
	[/command]
	[command]
		undo=no
		[speak]
			id="Blop"
			message="gg"
			side=1
			time=1780228136
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Roge_Tebnelok has disconnected."
			time=1780228166
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Blop has been chosen as the new host."
			time=1780228166
		[/speak]
	[/command]
	[command]
		sent=yes
		undo=no
		[speak]
			id="server"
			message="Blop takes control of side 2."
			time=1780228166
		[/speak]
	[/command]
[/replay]

