<?xml version="1.0" encoding="utf-8"?>
<Entity>
  <AIProxy/>
  <Cost>
    <Population>1</Population>
    <BuildTime>5</BuildTime>
    <Resources>
      <food>100</food>
      <wood>0</wood>
      <stone>0</stone>
      <metal>0</metal>
    </Resources>
  </Cost>
  <Decay>
    <Active>false</Active>
    <SinkingAnim>false</SinkingAnim>
    <DelayTime>30.0</DelayTime>
    <SinkRate>0.01</SinkRate>
    <SinkAccel>0.0</SinkAccel>
  </Decay>
  <Footprint>
    <Circle radius="1.5"/>
    <Height>4.0</Height>
  </Footprint>
  <Garrisonable>
    <Size>1</Size>
  </Garrisonable>
  <Guard/>
  <Health>
    <DeathType>corpse</DeathType>
    <Max>75</Max>
    <RegenRate>-0.5</RegenRate>
    <IdleRegenRate>0.25</IdleRegenRate>
    <Unhealable>true</Unhealable>
  </Health>
  <Identity>
    <Civ>gaia</Civ>
    <Classes datatype="tokens">Unit Organic ConquestCritical</Classes>
   <VisibleClasses datatype="tokens">Citizen Scout</VisibleClasses>
    <GenericName>Unit</GenericName>
    <Phenotype datatype="tokens">male</Phenotype>
    <Undeletable>false</Undeletable>
  </Identity>
  <Looter/>
  <Minimap>
    <Type>unit</Type>
  </Minimap>
  <Obstruction>
    <Unit/>
    <Active>true</Active>
    <BlockMovement>true</BlockMovement>
    <BlockPathfinding>false</BlockPathfinding>
    <BlockFoundation>false</BlockFoundation>
    <BlockConstruction>true</BlockConstruction>
    <DisableBlockMovement>false</DisableBlockMovement>
    <DisableBlockPathfinding>false</DisableBlockPathfinding>
    <DeleteUponConstruction>false</DeleteUponConstruction>
  </Obstruction>
  <OverlayRenderer/>
  <Ownership/>
  <Position>
    <Altitude>0</Altitude>
    <Anchor>pitch</Anchor>
    <Floating>false</Floating>
    <FloatDepth>0.0</FloatDepth>
    <TurnRate>14</TurnRate>
  </Position>
  <RangeOverlayManager/>
  <RangeOverlayRenderer/>
  <Resistance>
    <Entity>
      <Damage>
        <Hack>0</Hack>
        <Pierce>0</Pierce>
        <Crush>0</Crush>
      </Damage>
    </Entity>
  </Resistance>
  <Selectable>
    <Overlay>
      <Texture>
        <MainTexture>128x128/ellipse.png</MainTexture>
        <MainTextureMask>128x128/ellipse_mask.png</MainTextureMask>
      </Texture>
    </Overlay>
  </Selectable>
  <Sound>
    <SoundGroups>
      <attacked>interface/alarm/alarm_attackplayer.xml</attacked>
      <attacked_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_gaia>
      <attacked_capture>interface/alarm/alarm_attackplayer.xml</attacked_capture>
      <attacked_capture_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_capture_gaia>
      <order_collect_treasure>voice/{lang}/civ/civ_{phenotype}_collect_treasure.xml</order_collect_treasure>
    </SoundGroups>
  </Sound>
  <StatusBars>
    <BarWidth>2.0</BarWidth>
    <BarHeight>0.333</BarHeight>
    <HeightOffset>5.0</HeightOffset>
  </StatusBars>
  <StatusEffectsReceiver/>
  <TreasureCollector>
    <MaxDistance>2</MaxDistance>
  </TreasureCollector>
  <UnitAI>
    <DefaultStance>aggressive</DefaultStance>
    <FleeDistance>12.0</FleeDistance>
    <FormationController>false</FormationController>
    <CanGuard>true</CanGuard>
    <CanPatrol>true</CanPatrol>
    <PatrolWaitTime>1</PatrolWaitTime>
    <CheeringTime>2800</CheeringTime>
    <Formations datatype="tokens">
      special/formations/null
      special/formations/box
      special/formations/column_closed
      special/formations/line_closed
      special/formations/column_open
      special/formations/line_open
      special/formations/flank
      special/formations/battle_line
    </Formations>
  </UnitAI>
  <UnitMotion>
    <FormationController>false</FormationController>
    <PassabilityClass>default</PassabilityClass>
    <WalkSpeed>25</WalkSpeed>
    <RunMultiplier>1.0</RunMultiplier>
    <InstantTurnAngle>1.5</InstantTurnAngle>
    <Acceleration>55</Acceleration>
    <Weight>10</Weight>
  </UnitMotion>
  <Visibility>
    <RetainInFog>false</RetainInFog>
    <AlwaysVisible>false</AlwaysVisible>
    <Corpse>false</Corpse>
    <Preview>false</Preview>
  </Visibility>
  <Vision>
    <Range>50</Range>
  </Vision>
  <VisionSharing>
    <Bribable>false</Bribable>
  </VisionSharing>
  <VisualActor>
    <SilhouetteDisplay>true</SilhouetteDisplay>
    <SilhouetteOccluder>false</SilhouetteOccluder>
    <VisibleInAtlasOnly>false</VisibleInAtlasOnly>
  </VisualActor>
</Entity>
