<?xml version="1.0" encoding="UTF-8"?>
<!--
    *  Copyright (C) 2002-2022  The FreeCol Team
    *
    *  This file is part of FreeCol.
    *
    *  FreeCol is free software: you can redistribute it and/or modify
    *  it under the terms of the GNU General Public License as published by
    *  the Free Software Foundation, either version 2 of the License, or
    *  (at your option) any later version.
    *
    *  FreeCol is distributed in the hope that it will be useful,
    *  but WITHOUT ANY WARRANTY; without even the implied warranty of
    *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    *  GNU General Public License for more details.
    *
    *  You should have received a copy of the GNU General Public License
    *  along with FreeCol.  If not, see <http://www.gnu.org/licenses/>.

    In case of incompatible changes, please update version number and
    XSD schema for validation.
-->
<freecol-specification id="classic" version="0.120">

  <!-- Modifiers that are not attached to other game object
       types. They may be modified, but MUST NOT be removed. -->
  <modifiers>
    <modifier id="model.modifier.smallMovementPenalty" index="50"
              source="model.source.movementPenalty"
              value="-33" type="percentage"/>
    <modifier id="model.modifier.bigMovementPenalty" index="50"
              source="model.source.movementPenalty"
              value="-66" type="percentage"/>
    <modifier id="model.modifier.artilleryInTheOpen" index="50"
              source="model.source.artilleryInTheOpen"
              value="-75" type="percentage"/>
    <modifier id="model.modifier.attackBonus" index="50"
              source="model.source.attackBonus"
              value="50" type="percentage"/>
    <modifier id="model.modifier.fortified" index="50"
              source="model.source.fortified"
              value="50" type="percentage"/>
    <modifier id="model.modifier.artilleryAgainstRaid" index="50"
              source="model.source.artilleryAgainstRaid"
              value="100" type="percentage"/>
    <modifier id="model.modifier.amphibiousAttack" index="50"
              source="model.source.amphibiousAttack"
              value="-75" type="percentage"/>
    <modifier id="model.modifier.cargoPenalty" index="50"
              source="model.source.cargoPenalty"
              value="-12.5" type="percentage"/>
    <!-- Modifiers with an increment are really templates to be instantiated
         with the specific start/end years they apply to. -->
    <modifier id="model.modifier.colonyGoodsParty" index="90"
              source="model.source.colonyGoodsParty"
              value="50" type="percentage"
              duration="25" increment="-2" increment-type="additive"/>
    <modifier id="model.goods.food"
              value="0" type="additive"/>
    <!-- Ship trade penalty modifiers are instantiated on the fly from the
         corresponding option and the sense of application. -->
    <modifier id="model.modifier.shipTradePenalty"
              source="model.source.shipTradePenalty"
              value="0" type="percentage" />
  </modifiers>

  <events>
    <event id="model.event.declareIndependence" score-value="100">
      <limit id="model.limit.independence.rebels" operator="ge">
        <left-hand-side scope-level="player" method-name="getSoL" />
        <right-hand-side value="50" />
      </limit>
      <limit id="model.limit.independence.coastalColonies" operator="ge">
        <left-hand-side operand-type="settlements" scope-level="player"
                        method-name="isConnectedPort" method-value="true" />
        <right-hand-side value="1" />
      </limit>
      <limit id="model.limit.independence.year" operator="le">
        <left-hand-side operand-type="year" scope-level="game"/>
        <right-hand-side operand-type="option" scope-level="game"
                         type="model.option.lastColonialYear"/>
      </limit>
      <ability id="model.ability.independenceDeclared" />
      <ability id="model.ability.independentNation" />
    </event>
    <event id="model.event.spanishSuccession">
      <limit id="model.limit.spanishSuccession.year" operator="ge">
        <left-hand-side operand-type="year" scope-level="game"/>
        <right-hand-side value="1600"/>
      </limit>
      <limit id="model.limit.spanishSuccession.weakestPlayer" operator="lt">
        <left-hand-side scope-level="player" method-name="getSoL" />
        <right-hand-side value="50" />
      </limit>
      <limit id="model.limit.spanishSuccession.strongestPlayer" operator="gt">
        <left-hand-side scope-level="player" method-name="getSoL" />
        <right-hand-side value="50" />
      </limit>
    </event>
  </events>

  <goods-types>
    <goods-type id="model.goods.food" is-farmed="true"
                ignore-limit="true" is-food="true"
                production-weight="5.0">
      <market initial-amount="10000" initial-price="1" price-difference="8" />
    </goods-type>
    <goods-type id="model.goods.grain" is-farmed="true" storable="false"
                stored-as="model.goods.food" is-food="true"
                production-weight="5.0" />
    <goods-type id="model.goods.fish" is-farmed="true" storable="false"
                stored-as="model.goods.food" is-food="true"
                production-weight="5.0" />
    <!--
        <goods-type id="model.goods.meat" is-farmed="true" storable="false"
        stored-as="model.goods.food" is-food="true" />
    -->
    <goods-type id="model.goods.sugar" is-farmed="true"
                new-world-goods="true" production-weight="2.5">
      <market initial-amount="1500" initial-price="2" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.tobacco" is-farmed="true"
                new-world-goods="true" production-weight="2.5">
      <market initial-amount="1500" initial-price="2" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.cotton" is-farmed="true"
                new-world-goods="true" production-weight="2.5">
      <market initial-amount="1500" initial-price="2" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.furs" is-farmed="true"
                new-world-goods="true" production-weight="2.5">
      <market initial-amount="1500" initial-price="2" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.lumber" is-farmed="true"
                production-weight="4.0"
                low-production-threshold="6" zero-production-factor="0.0">
      <market initial-amount="3000" initial-price="1" price-difference="5" />
    </goods-type>
    <goods-type id="model.goods.ore" is-farmed="true"
                production-weight="3.0"
                low-production-threshold="4" zero-production-factor="0.5">
      <market initial-amount="2000" initial-price="4" price-difference="3" />
    </goods-type>
    <goods-type id="model.goods.silver" is-farmed="true"
                production-weight="3.0">
      <market initial-amount="500" initial-price="16" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.horses" is-farmed="false" is-military="true"
                breeding-number="2" made-from="model.goods.food">
      <market initial-amount="1000" initial-price="1" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.rum" is-farmed="false"
                made-from="model.goods.sugar">
      <market initial-amount="1000" initial-price="10" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.cigars" is-farmed="false"
                made-from="model.goods.tobacco">
      <market initial-amount="1000" initial-price="10" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.cloth" is-farmed="false"
                made-from="model.goods.cotton">
      <market initial-amount="1000" initial-price="10" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.coats" is-farmed="false"
                made-from="model.goods.furs">
      <market initial-amount="1000" initial-price="10" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.tradeGoods" is-farmed="false"
                trade-goods="true">
      <market initial-amount="3000" initial-price="1" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.tools" is-farmed="false"
                made-from="model.goods.ore">
      <market initial-amount="1000" initial-price="1" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.muskets" is-farmed="false" is-military="true"
                made-from="model.goods.tools">
      <market initial-amount="1000" initial-price="1" price-difference="2" />
    </goods-type>
    <goods-type id="model.goods.bells" is-farmed="false"
                ignore-limit="true" storable="false">
      <modifier id="model.modifier.liberty"
                type="multiplicative" value="1" />
    </goods-type>
    <goods-type id="model.goods.crosses" is-farmed="false"
                ignore-limit="true" storable="false">
      <modifier id="model.modifier.immigration"
                type="multiplicative" value="1" />
    </goods-type>
    <goods-type id="model.goods.hammers" is-farmed="false"
                made-from="model.goods.lumber"
                ignore-limit="true" storable="false" price="20"/>
  </goods-types>

  <resource-types>
    <resource-type id="model.resource.game">
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2"/>
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2">
        <scope type="model.unit.expertFarmer" matches-null="false"/>
      </modifier>
      <modifier id="model.goods.furs" index="10"
                type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.minerals"
                   minimum-value="40" maximum-value="400">
      <modifier id="model.goods.ore" index="10"
                type="additive" value="3"/>
      <!-- Col1 had silver here, although it was undocmented in the
           Colonizopedia -->
      <modifier id="model.goods.silver" index="10"
                type="additive" value="1"/>
    </resource-type>
    <resource-type id="model.resource.ore"
                   minimum-value="200" maximum-value="4000">
      <modifier id="model.goods.ore" index="10"
                type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.silver"
                   minimum-value="80" maximum-value="800">
      <modifier id="model.goods.silver" index="10"
                type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.lumber">
      <modifier id="model.goods.lumber" index="10"
                type="additive" value="4"/>
    </resource-type>
    <resource-type id="model.resource.furs">
      <modifier id="model.goods.furs" index="10"
                type="additive" value="3"/>
    </resource-type>
    <resource-type id="model.resource.tobacco">
      <modifier id="model.goods.tobacco" index="10"
                type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.sugar">
      <modifier id="model.goods.sugar" index="10"
                type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.cotton">
      <modifier id="model.goods.cotton" index="10"
                type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.oasis">
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2"/>
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2">
        <scope type="model.unit.expertFarmer" matches-null="false"/>
      </modifier>
    </resource-type>
    <resource-type id="model.resource.grain">
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2"/>
      <modifier id="model.goods.grain" index="10"
                type="additive" value="2">
        <scope type="model.unit.expertFarmer" matches-null="false"/>
      </modifier>
    </resource-type>
    <resource-type id="model.resource.fish">
      <modifier id="model.goods.fish" index="10"
                type="additive" value="3"/>
      <modifier id="model.goods.fish" index="10"
                type="additive" value="3">
        <scope type="model.unit.expertFisherman" matches-null="false"/>
      </modifier>
    </resource-type>
  </resource-types>

  <!-- Structure for tile-types
       Notes:
       Parent options: ref, name, basic-move-cost, basic-work-turns
       Children:
       - gen
         - humidity-minimum, humidity-maximum,
           - humidity is a percentage of water vapor saturation (0 is
             absolute dryness, 100 is total saturation)
         - temperature-minimum, temperature-maximum,
           - temperature in degrees Celsius (from -20 to +40; 0 being the
             water freezing point)
         - altitude-minimum, altitude-maximum,
           - altitude (values of -3 to 3)
             - land (values 1 to 3), less negative numbers have a higher
               chance of appearing near shore
             - water (values -3 to -1), more negative numbers have a
               higher chance of appearing further from shore
         - latitude-minimum, latitude-maximum
           - undefined (default = "0,0")
       - production if any must have the following structure:
         <production [unattended="<boolean>"] [productionLevel="<level>"]>
           [<input goods-type="model.goods.goodname" value="X"/>]*
           [<output goods-type="model.goods.goodname" value="X"/>]+
         </production>
       - resource if any must have the following structure:
         <resource type="model.resource.resourcename" probability="X"/>
         where X is a relative probability, not necessarily a percentage value
  -->
  <tile-types>
    <tile-type id="model.tile.plains"
               basic-move-cost="3" basic-work-turns="3">
      <gen humidity-minimum="0" humidity-maximum="60"
           temperature-minimum="0" temperature-maximum="15"
           altitude-minimum="1" altitude-maximum="2"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.cotton" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="5"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="1"/>
      </production>
      <resource type="model.resource.grain" probability="100"/>
      <disaster id="model.disaster.tornado" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.grassland"
               basic-move-cost="3" basic-work-turns="3">
      <gen humidity-minimum="25" humidity-maximum="70"
           temperature-minimum="10" temperature-maximum="25"
           altitude-minimum="1" altitude-maximum="1"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.tobacco" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.tobacco" value="3"/>
      </production>
      <resource type="model.resource.tobacco" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.prairie"
               basic-move-cost="3" basic-work-turns="3">
      <gen humidity-minimum="20" humidity-maximum="50"
           temperature-minimum="15" temperature-maximum="30"
           altitude-minimum="1" altitude-maximum="1"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.cotton" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="3"/>
      </production>
      <resource type="model.resource.cotton" probability="100"/>
      <disaster id="model.disaster.tornado" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.savannah"
               basic-move-cost="3" basic-work-turns="3">
      <gen humidity-minimum="25" humidity-maximum="70"
           temperature-minimum="30" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="1"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.sugar" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.sugar" value="3"/>
      </production>
      <resource type="model.resource.sugar" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.marsh"
               basic-move-cost="6" basic-work-turns="5">
      <gen humidity-minimum="50" humidity-maximum="100"
           temperature-minimum="5" temperature-maximum="15"
           altitude-minimum="2" altitude-maximum="2"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="25"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.tobacco" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.tobacco" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production> <!-- Minerals! -->
        <output goods-type="model.goods.silver" value="0"/>
      </production>
      <resource type="model.resource.minerals" probability="100"/>
      <disaster id="model.disaster.disease" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.swamp"
               basic-move-cost="6" basic-work-turns="7">
      <gen humidity-minimum="50" humidity-maximum="100"
           temperature-minimum="10" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="1"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="25"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.sugar" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.sugar" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production> <!-- Minerals! -->
        <output goods-type="model.goods.silver" value="0"/>
      </production>
      <resource type="model.resource.minerals" probability="100"/>
      <disaster id="model.disaster.disease" probability="50"/>
      <disaster id="model.disaster.flood" probability="50"/>
    </tile-type>
    <tile-type id="model.tile.desert"
               basic-move-cost="3" basic-work-turns="3">
      <gen humidity-minimum="0" humidity-maximum="25"
           temperature-minimum="10" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="2"/>
      <production unattended="true" production-level="veryHigh">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production unattended="true" production-level="veryLow">
        <output goods-type="model.goods.grain" value="1"/>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="1"/>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <resource type="model.resource.oasis" probability="100"/>
      <disaster id="model.disaster.sandstorm" probability="50"/>
      <disaster id="model.disaster.drought" probability="50"/>
    </tile-type>
    <tile-type id="model.tile.tundra"
               basic-move-cost="3" basic-work-turns="4">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-5" temperature-maximum="5"
           altitude-minimum="1" altitude-maximum="3"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="3"/>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="2"/>
      </production>
      <production> <!-- Minerals! -->
        <output goods-type="model.goods.silver" value="0"/>
      </production>
      <!-- Col1 had minerals here, even if not mentioned in the
           Colonizopedia. -->
      <resource type="model.resource.minerals" probability="100"/>
      <disaster id="model.disaster.blizzard" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.mixedForest"
               basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidity-minimum="0" humidity-maximum="60"
           temperature-minimum="0" temperature-maximum="15"
           altitude-minimum="1" altitude-maximum="2"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="6"/>
      </production>
      <resource type="model.resource.furs" probability="50"/>
      <resource type="model.resource.lumber" probability="50"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.coniferForest"
               basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidity-minimum="25" humidity-maximum="70"
           temperature-minimum="10" temperature-maximum="25"
           altitude-minimum="1" altitude-maximum="1"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.tobacco" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="6"/>
      </production>
      <resource type="model.resource.lumber" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.broadleafForest"
               basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidity-minimum="20" humidity-maximum="50"
           temperature-minimum="15" temperature-maximum="30"
           altitude-minimum="1" altitude-maximum="1"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="4"/>
      </production>
      <resource type="model.resource.game" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.tropicalForest"
               basic-move-cost="6" basic-work-turns="6" is-forest="true">
      <gen humidity-minimum="25" humidity-maximum="70"
           temperature-minimum="30" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="1"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.sugar" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="4"/>
      </production>
      <resource type="model.resource.lumber" probability="100"/>
      <disaster id="model.disaster.hurricane" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.wetlandForest"
               basic-move-cost="9" basic-work-turns="6" is-forest="true">
      <gen humidity-minimum="50" humidity-maximum="100"
           temperature-minimum="5" temperature-maximum="15"
           altitude-minimum="2" altitude-maximum="2"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.tobacco" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="1"/>
      </production>
      <production> <!-- Minerals! -->
        <output goods-type="model.goods.silver" value="0"/>
      </production>
      <resource type="model.resource.minerals" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.rainForest"
               basic-move-cost="9" basic-work-turns="7" is-forest="true">
      <gen humidity-minimum="50" humidity-maximum="100"
           temperature-minimum="10" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="1"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="75"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.sugar" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.sugar" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="1"/>
      </production>
      <production> <!-- Minerals! -->
        <output goods-type="model.goods.silver" value="0"/>
      </production>
      <resource type="model.resource.minerals" probability="100"/>
      <disaster id="model.disaster.disease" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.scrubForest"
               basic-move-cost="3" basic-work-turns="4" is-forest="true">
      <gen humidity-minimum="0" humidity-maximum="25"
           temperature-minimum="10" temperature-maximum="40"
           altitude-minimum="1" altitude-maximum="2"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true" production-level="veryHigh">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production unattended="true" production-level="veryLow">
        <output goods-type="model.goods.grain" value="1"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="1"/>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.cotton" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="1"/>
      </production>
      <resource type="model.resource.oasis" probability="100"/>
      <disaster id="model.disaster.brushfire" probability="50"/>
      <disaster id="model.disaster.drought" probability="50"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.borealForest"
               basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-5" temperature-maximum="5"
           altitude-minimum="1" altitude-maximum="3"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.furs" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.furs" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.lumber" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="1"/>
      </production>
      <resource type="model.resource.game" probability="100"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.hills"
               basic-move-cost="6" basic-work-turns="4" is-elevation="true">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperature-maximum="40"
           altitude-minimum="2" altitude-maximum="3"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="100"/>
      <production unattended="true">
        <output goods-type="model.goods.grain" value="2"/>
        <output goods-type="model.goods.ore" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.ore" value="4"/>
      </production>
      <resource type="model.resource.ore" probability="100"/>
      <disaster id="model.disaster.earthquake" probability="50"/>
      <disaster id="model.disaster.landslide" probability="50"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.mountains"
               basic-move-cost="9" basic-work-turns="7"
               is-elevation="true" can-settle="false">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperature-maximum="40"
           altitude-minimum="3" altitude-maximum="3"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="150"/>
      <production>
        <output goods-type="model.goods.ore" value="4"/>
      </production>
      <production>
        <output goods-type="model.goods.silver" value="1"/>
      </production>
      <resource type="model.resource.silver" probability="100"/>
      <disaster id="model.disaster.earthquake" probability="50"/>
      <disaster id="model.disaster.landslide" probability="50"/>
      <ability id="model.ability.ambushTerrain"
               value="true"/>
    </tile-type>
    <tile-type id="model.tile.arctic"
               basic-move-cost="6" basic-work-turns="4">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperature-maximum="0"
           altitude-minimum="1" altitude-maximum="3"/>
      <production unattended="true" production-level="veryHigh">
        <output goods-type="model.goods.grain" value="2"/>
      </production>
      <production unattended="true" production-level="high">
        <output goods-type="model.goods.grain" value="1"/>
      </production>
      <disaster id="model.disaster.blizzard" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.ocean"
               basic-move-cost="3" basic-work-turns="4" is-water="true"
               can-settle="false" is-connected="true">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperature-maximum="40"
           altitude-minimum="-2" altitude-maximum="-1"/>
      <production>
        <output goods-type="model.goods.fish" value="2"/>
      </production>
      <resource type="model.resource.fish" probability="100"/>
      <disaster id="model.disaster.stormsurge" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.lake"
               basic-move-cost="3" basic-work-turns="4" is-water="true"
               can-settle="false" is-connected="false">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperature-maximum="40"
           altitudeMin="-2" altitudeMax="-1"/>
      <production>
        <output goods-type="model.goods.fish" value="2"/>
      </production>
      <resource type="model.resource.fish" probability="100"/>
      <disaster id="model.disaster.flood" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.highSeas"
               basic-move-cost="3" basic-work-turns="4" is-water="true"
               can-settle="false" is-connected="true">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperature-minimum="-20" temperatureMax="40"
           altitudeMin="-3" altitudeMax="-2"/>
      <production>
        <output goods-type="model.goods.fish" value="2"/>
      </production>
      <ability id="model.ability.moveToEurope"/>
    </tile-type>
    <tile-type id="model.tile.greatRiver"
               basic-move-cost="3" basic-work-turns="4" is-water="true"
               can-settle="false">
      <gen humidity-minimum="0" humidity-maximum="100"
           temperatureMin="-20" temperatureMax="40"
           altitudeMin="-3" altitudeMax="-2" />
      <production>
        <output goods-type="model.goods.fish" value="2"/>
      </production>
      <resource type="model.resource.fish" probability="100"/>
      <disaster id="model.disaster.flood" probability="100"/>
    </tile-type>
  </tile-types>

  <disasters>
    <disaster id="model.disaster.common" abstract="true" effects="several"
              natural="true">
      <effect id="model.disaster.effect.lossOfMoney" probability="10"/>
      <effect id="model.disaster.effect.lossOfGoods" probability="10"/>
      <effect id="model.disaster.effect.lossOfTileProduction" probability="10">
        <modifier id="model.goods.grain"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.sugar"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.tobacco"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.cotton"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.furs"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.lumber"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.ore"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.silver"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
      </effect>
      <effect id="model.disaster.effect.lossOfBuildingProduction"
              probability="10">
        <modifier id="model.goods.rum"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.cigars"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.cloth"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.coats"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.tools"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.muskets"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.bells"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.hammers"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
        <modifier id="model.goods.crosses"
                  type="percentage" value="-50"
                  duration="3" temporary="true"/>
      </effect>
      <effect id="model.disaster.effect.lossOfBuilding" probability="10"/>
      <effect id="model.disaster.effect.damagedUnit" probability="5">
        <scope ability-id="model.ability.navalUnit"/>
      </effect>
      <effect id="model.disaster.effect.lossOfUnit" probability="5">
        <scope ability-id="model.ability.person"/>
      </effect>
    </disaster>
    <disaster id="model.disaster.blizzard" extends="model.disaster.common" />
    <disaster id="model.disaster.brushfire" extends="model.disaster.common" />
    <disaster id="model.disaster.disease" extends="model.disaster.common" />
    <disaster id="model.disaster.drought" extends="model.disaster.common" />
    <disaster id="model.disaster.earthquake" extends="model.disaster.common" />
    <disaster id="model.disaster.flood" extends="model.disaster.common" />
    <disaster id="model.disaster.hurricane" extends="model.disaster.common" />
    <disaster id="model.disaster.landslide" extends="model.disaster.common" />
    <disaster id="model.disaster.sandstorm" extends="model.disaster.common" />
    <disaster id="model.disaster.stormsurge" extends="model.disaster.common" />
    <disaster id="model.disaster.tornado" extends="model.disaster.common" />
    <disaster id="model.disaster.indianRaid" effects="ONE" natural="false">
      <effect id="model.disaster.effect.lossOfMoney" probability="30"/>
      <effect id="model.disaster.effect.lossOfGoods" probability="50"/>
      <effect id="model.disaster.effect.lossOfBuilding" probability="10"/>
      <effect id="model.disaster.effect.damagedUnit" probability="5">
        <scope ability-id="model.ability.navalUnit"/>
      </effect>
      <effect id="model.disaster.effect.lossOfUnit" probability="5">
        <scope ability-id="model.ability.person"/>
      </effect>
    </disaster>
    <disaster id="model.disaster.conquest" natural="false" effects="ALL">
      <effect id="model.disaster.effect.lossOfMoney"/>
      <effect id="model.disaster.effect.damagedUnit">
        <scope ability-id="model.ability.navalUnit"/>
      </effect>
    </disaster>
    <disaster id="model.disaster.bankruptcy" natural="false" effects="ALL">
      <effect id="model.disaster.effect.lossOfBuildingProduction">
        <modifier id="model.goods.rum"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.cigars"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.cloth"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.coats"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.tools"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.muskets"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.bells"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.hammers"
                  type="percentage" value="-50" temporary="true"/>
        <modifier id="model.goods.crosses"
                  type="percentage" value="-50" temporary="true"/>
      </effect>
    </disaster>
  </disasters>

  <roles>
    <role id="model.role.default"/>

    <role id="model.role.scout"
          expert-unit="model.unit.seasonedScout">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.horses"
                      value="50"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="false"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.demandTribute"
               value="true"/>
      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <ability id="model.ability.mounted"
               value="true"/>
      <ability id="model.ability.negotiate"
               value="true"/>
      <ability id="model.ability.speakWithChief"
               value="true"/>
      <ability id="model.ability.spyOnColony"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.lineOfSightBonus"
                type="additive" value="1"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="9"/>
    </role>

    <role id="model.role.soldier"
          expert-unit="model.unit.veteranSoldier">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.muskets"
                      value="50"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="false"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.demandTribute"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="2"/>
    </role>

    <role id="model.role.dragoon" downgrade="model.role.soldier"
          expert-unit="model.unit.veteranSoldier">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.muskets"
                      value="50"/>
      <required-goods id="model.goods.horses"
                      value="50"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="false"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.demandTribue"
               value="true"/>
      <ability id="model.ability.mounted"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="2"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="9"/>
    </role>

    <role id="model.role.pioneer"
          expert-unit="model.unit.hardyPioneer" maximum-count="5">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.tools"
                      value="20"/>

      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <ability id="model.ability.improveTerrain"
               value="true"/>
    </role>

    <role id="model.role.missionary"
          expert-unit="model.unit.jesuitMissionary">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.dressMissionary"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>

      <ability id="model.ability.denounceHeresy"
               value="true"/>
      <ability id="model.ability.establishMission"
               value="true"/>
      <ability id="model.ability.inciteNatives"
               value="true"/>
      <modifier id="model.modifier.missionaryTradeBonus"
                type="percentage" value="10"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="3"/>
    </role>

    <role id="model.role.infantry"
          expert-unit="model.unit.kingsRegular">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="true"/>
      <required-ability id="model.ability.royalExpeditionaryForce"
                        value="true"/>
      <required-goods id="model.goods.muskets"
                      value="50"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.demandTribute"
               value="true"/>
      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="2"/>
    </role>

    <role id="model.role.cavalry" downgrade="model.role.infantry"
          expert-unit="model.unit.kingsRegular">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="false"/>
      <required-ability id="model.ability.refUnit"
                        value="true"/>
      <required-ability id="model.ability.royalExpeditionaryForce"
                        value="true"/>
      <required-goods id="model.goods.muskets"
                      value="50"/>
      <required-goods id="model.goods.horses"
                      value="50"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.demandTribute"
               value="true"/>
      <ability id="model.ability.mounted"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="2"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="9"/>
    </role>

    <role id="model.role.mountedBrave">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="true"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.horses"
                      value="25"/>

      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <ability id="model.ability.mounted"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="9"/>
      <role-change from="model.role.default" capture="model.role.scout"/>
      <role-change from="model.role.default" capture="model.role.dragoon"/>
      <role-change from="model.role.default" capture="model.role.cavalry"/>
    </role>

    <role id="model.role.armedBrave">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="true"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.muskets"
                      value="25"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="1"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="2"/>
      <role-change from="model.role.default" capture="model.role.soldier"/>
      <role-change from="model.role.default" capture="model.role.infantry"/>
    </role>

    <role id="model.role.nativeDragoon" downgrade="model.role.armedBrave">
      <required-ability id="model.ability.canBeEquipped"
                        value="true"/>
      <required-ability id="model.ability.native"
                        value="true"/>
      <required-ability id="model.ability.refUnit"
                        value="false"/>
      <required-goods id="model.goods.muskets"
                      value="25"/>
      <required-goods id="model.goods.horses"
                      value="25"/>

      <ability id="model.ability.armed"
               value="true"/>
      <ability id="model.ability.mounted"
               value="true"/>
      <modifier id="model.modifier.defence" index="30"
                type="additive" value="2"/>
      <modifier id="model.modifier.offence" index="30"
                type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus"
                type="additive" value="9"/>
      <role-change from="model.role.mountedBrave"
                   capture="model.role.soldier"/>
      <role-change from="model.role.mountedBrave"
                   capture="model.role.infantry"/>
      <role-change from="model.role.armedBrave" capture="model.role.scout"/>
      <role-change from="model.role.armedBrave" capture="model.role.dragoon"/>
      <role-change from="model.role.armedBrave" capture="model.role.cavalry"/>
    </role>
  </roles>

  <!--
      Parent options: name, add-work-turns, natural, type,
      required-improvement, required-role, expended-amount,
      deliver-goods-type, deliver-amount
      - natural="true" means that this improvement cannot be built,
        but may be present on its own
      - required-role/expended-amount are the 'cost' of building this
        improvement in terms of Unit.roleCount
      Children: worker, type, tiles, tile, effect, change
      - deliver goods/amount are the instant reward that will be given
        to the nearby colony (eg. lumber from deforestation)
      - worker child options: id
      - type child options: id, magnitude
      - id is a string identifier, there must be a "river" and a
        "road" id among the tile-improvement-types
      - to get the movement-bonus, must travel from a similar 'id' to this id
      - magnitude is a number to decide overwriting,
      a similar id tileImprovement will be replaced with one with a
      higher magnitude tiles child options: all-land-tiles,
      all-forest-tiles, all-water-tiles
      - putting all-water-tiles="false" is redundant, but serves as a reminder
      - putting all-land-tiles="true" all-forest-tiles="false" will
        result in all non-forested land tiles.
      tile child options: id
      change child options: from, to
      zIndex: tile improvements will be layered according to their z-index
        tile overlays (e.g. hills) have a zIndex of 100, forests of 200,
        resources of 400, lost city rumours of 500
  -->
  <tile-improvement-types>
    <tile-improvement-type id="model.improvement.river" natural="true"
                           add-work-turns="0" magnitude="1"
                           movement-cost="1" zIndex="150">
      <scope method-name="isWater" method-value="false"/>
      <scope type="model.tile.arctic" match-negated="true"/>
      <scope type="model.tile.hills" match-negated="true"/>
      <scope type="model.tile.mountains" match-negated="true"/>
      <disaster id="model.disaster.flood"/>
      <modifier id="model.goods.grain" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.sugar" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.tobacco" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.cotton" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.furs" index="50"
                 type="additive" value="2"/>
      <modifier id="model.goods.lumber" index="50"
                 type="additive" value="2"/>
      <modifier id="model.goods.ore" index="50"
                 type="additive" value="1"/>
      <modifier id="model.goods.silver" index="50"
                 type="additive" value="1"/>
    </tile-improvement-type>
    <tile-improvement-type id="model.improvement.road"
                           add-work-turns="0" magnitude="1"
                           required-role="model.role.pioneer"
                           expended-amount="1"
                           movement-cost="1" zIndex="350">
      <scope method-name="isWater" method-value="false" />
      <modifier id="model.goods.furs" index="50"
                type="additive" value="2"/>
      <modifier id="model.goods.lumber" index="50"
                type="additive" value="2"/>
      <modifier id="model.goods.ore" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.silver" index="50"
                type="additive" value="1"/>
    </tile-improvement-type>
    <tile-improvement-type id="model.improvement.plow"
                           add-work-turns="2" magnitude="1"
                           required-role="model.role.pioneer"
                           expended-amount="1"
                           zIndex="120">
      <scope method-name="isWater" method-value="false" />
      <scope method-name="isForested" method-value="false" />
      <scope type="model.tile.arctic" match-negated="true" />
      <scope type="model.tile.hills" match-negated="true" />
      <scope type="model.tile.mountains" match-negated="true" />
      <modifier id="model.goods.grain" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.sugar" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.tobacco" index="50"
                type="additive" value="1"/>
      <modifier id="model.goods.cotton" index="50"
                type="additive" value="1"/>
    </tile-improvement-type>
    <tile-improvement-type id="model.improvement.clearForest"
                           add-work-turns="2" magnitude="1"
                           required-role="model.role.pioneer"
                           expended-amount="1"
                           expose-resource-percent="5">
      <scope method-name="isForested" method-value="true" />
      <tile-type-change from="model.tile.mixedForest" to="model.tile.plains">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.coniferForest"
                        to="model.tile.grassland">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.broadleafForest"
                        to="model.tile.prairie">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.tropicalForest"
                        to="model.tile.savannah">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.wetlandForest"
                        to="model.tile.marsh">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.rainForest"
                        to="model.tile.swamp">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
      <tile-type-change from="model.tile.scrubForest"
                        to="model.tile.desert">
        <production goods-type="model.goods.lumber" value="10" />
      </tile-type-change>
      <tile-type-change from="model.tile.borealForest"
                        to="model.tile.tundra">
        <production goods-type="model.goods.lumber" value="20" />
      </tile-type-change>
    </tile-improvement-type>
    <tile-improvement-type id="model.improvement.fishBonusLand" natural="true"
                           zIndex="250">
      <scope method-name="isWater" method-value="true" />
      <scope type="model.tile.highSeas" match-negated="true" />
      <modifier id="model.goods.fish" index="50"
                type="additive" value="2"/>
    </tile-improvement-type>
    <tile-improvement-type id="model.improvement.fishBonusRiver" natural="true"
                           zIndex="250">
      <scope method-name="isWater" method-value="true" />
      <scope type="model.tile.highSeas" match-negated="true" />
      <modifier id="model.goods.fish" index="50"
                type="additive" value="1"/>
    </tile-improvement-type>
  </tile-improvement-types>

  <unit-change-types>
    <unit-change-type id="model.unitChange.capture" owner-change="true">
      <unit-type-change id="model.unitChange.capture.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.capture.colonialRegular"
                        from="model.unit.colonialRegular"
                        to="model.unit.veteranSoldier" probability="100"/>
      <unit-type-change id="model.unitChange.capture.jesuitMissionary"
                        from="model.unit.jesuitMissionary"
                        to="model.unit.freeColonist" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.clearSkill">
      <unit-type-change id="model.unitChange.clearSkill.expertFarmer"
                        from="model.unit.expertFarmer"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.expertFisherman"
                        from="model.unit.expertFisherman"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.expertFurTrapper"
                        from="model.unit.expertFurTrapper"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.expertSilverMiner"
                        from="model.unit.expertSilverMiner"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.expertLumberJack"
                        from="model.unit.expertLumberJack"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.expertOreMiner"
                        from="model.unit.expertOreMiner"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterSugarPlanter"
                        from="model.unit.masterSugarPlanter"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterCottonPlanter"
                        from="model.unit.masterCottonPlanter"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterTobaccoPlanter"
                        from="model.unit.masterTobaccoPlanter"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.firebrandPreacher"
                        from="model.unit.firebrandPreacher"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.elderStatesman"
                        from="model.unit.elderStatesman"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterCarpenter"
                        from="model.unit.masterCarpenter"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterDistiller"
                        from="model.unit.masterDistiller"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterWeaver"
                        from="model.unit.masterWeaver"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterTobacconist"
                        from="model.unit.masterTobacconist"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterFurTrader"
                        from="model.unit.masterFurTrader"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterBlacksmith"
                        from="model.unit.masterBlacksmith"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.masterGunsmith"
                        from="model.unit.masterGunsmith"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.seasonedScout"
                        from="model.unit.seasonedScout"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.hardyPioneer"
                        from="model.unit.hardyPioneer"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.jesuitMissionary"
                        from="model.unit.jesuitMissionary"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.clearSkill.colonialRegular"
                        from="model.unit.colonialRegular"
                        to="model.unit.freeColonist" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.conversion" owner-change="true">
      <unit-type-change id="model.unitChange.conversion.brave"
                        from="model.unit.brave"
                        to="model.unit.indianConvert" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.creation"/>
    <unit-change-type id="model.unitChange.demotion">
      <unit-type-change id="model.unitChange.demotion.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.demotion.colonialRegular"
                        from="model.unit.colonialRegular"
                        to="model.unit.veteranSoldier" probability="100"/>
      <unit-type-change id="model.unitChange.demotion.artillery"
                        from="model.unit.artillery"
                        to="model.unit.damagedArtillery" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.education">
      <unit-type-change id="model.unitChange.education.indenturedServant"
                        from="model.unit.pettyCriminal"
                        to="model.unit.indenturedServant"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.freeColonist"
                        from="model.unit.indenturedServant"
                        to="model.unit.freeColonist"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertFarmer"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFarmer"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertFisherman"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFisherman"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertFurTrapper"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFurTrapper"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertSilverMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertSilverMiner"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertLumberJack"
                        from="model.unit.freeColonist"
                        to="model.unit.expertLumberJack"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.expertOreMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertOreMiner"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.masterCottonPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterCottonPlanter"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterSugarPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterSugarPlanter"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterTobaccoPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterTobaccoPlanter"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.firebrandPreacher"
                        from="model.unit.freeColonist"
                        to="model.unit.firebrandPreacher"
                        probability="100" turns="8"/>
      <unit-type-change id="model.unitChange.education.elderStatesman"
                        from="model.unit.freeColonist"
                        to="model.unit.elderStatesman"
                        probability="100" turns="8"/>
      <unit-type-change id="model.unitChange.education.masterCarpenter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterCarpenter"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.masterDistiller"
                        from="model.unit.freeColonist"
                        to="model.unit.masterDistiller"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterWeaver"
                        from="model.unit.freeColonist"
                        to="model.unit.masterWeaver"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterTobacconist"
                        from="model.unit.freeColonist"
                        to="model.unit.masterTobacconist"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterFurTrader"
                        from="model.unit.freeColonist"
                        to="model.unit.masterFurTrader"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterBlacksmith"
                        from="model.unit.freeColonist"
                        to="model.unit.masterBlacksmith"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.masterGunsmith"
                        from="model.unit.freeColonist"
                        to="model.unit.masterGunsmith"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.seasonedScout"
                        from="model.unit.freeColonist"
                        to="model.unit.seasonedScout"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.hardyPioneer"
                        from="model.unit.freeColonist"
                        to="model.unit.hardyPioneer"
                        probability="100" turns="4"/>
      <unit-type-change id="model.unitChange.education.veteranSoldier"
                        from="model.unit.freeColonist"
                        to="model.unit.veteranSoldier"
                        probability="100" turns="6"/>
      <unit-type-change id="model.unitChange.education.jesuitMissionary"
                        from="model.unit.freeColonist"
                        to="model.unit.jesuitMissionary"
                        probability="100" turns="8"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.experience">
      <unit-type-change id="model.unitChange.experience.expertFarmer"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFarmer" probability="4"/>
      <unit-type-change id="model.unitChange.experience.expertFisherman"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFisherman" probability="4"/>
      <unit-type-change id="model.unitChange.experience.expertFurTrapper"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFurTrapper" probability="4"/>
      <unit-type-change id="model.unitChange.experience.expertSilverMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertSilverMiner" probability="4"/>
      <unit-type-change id="model.unitChange.experience.expertLumberJack"
                        from="model.unit.freeColonist"
                        to="model.unit.expertLumberJack" probability="4"/>
      <unit-type-change id="model.unitChange.experience.expertOreMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertOreMiner" probability="4"/>
      <unit-type-change id="model.unitChange.experience.masterSugarPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterSugarPlanter" probability="4"/>
      <unit-type-change id="model.unitChange.experience.masterCottonPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterCottonPlanter" probability="4"/>
      <unit-type-change id="model.unitChange.experience.masterTobaccoPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterTobaccoPlanter" probability="4"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.foundingFather">
      <unit-type-change id="model.unitChange.foundingFather.indianConvert"
                        from="model.unit.indianConvert"
                        to="model.unit.freeColonist" probability="100">
        <scope ability-id="model.ability.upgradeConvert" ability-value="true"/>
      </unit-type-change>
    </unit-change-type>
    <unit-change-type id="model.unitChange.independence">
      <unit-type-change id="model.unitChange.independence.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.colonialRegular" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.lostCity">
      <unit-type-change id="model.unitChange.lostCity.pettyCriminal"
                        from="model.unit.pettyCriminal"
                        to="model.unit.seasonedScout" probability="100"/>
      <unit-type-change id="model.unitChange.lostCity.indenturedServant"
                        from="model.unit.indenturedServant"
                        to="model.unit.seasonedScout" probability="100"/>
      <unit-type-change id="model.unitChange.lostCity.freeColonist"
                        from="model.unit.freeColonist"
                        to="model.unit.seasonedScout" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.natives">
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertFarmer"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertFarmer" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertFarmer"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFarmer" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertFisherman"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertFisherman" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertFisherman"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFisherman" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertFurTrapper"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertFurTrapper" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertFurTrapper"
                        from="model.unit.freeColonist"
                        to="model.unit.expertFurTrapper" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertSilverMiner"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertSilverMiner" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertSilverMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertSilverMiner" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertLumberJack"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertLumberJack" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertLumberJack"
                        from="model.unit.freeColonist"
                        to="model.unit.expertLumberJack" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-expertOreMiner"
                        from="model.unit.indenturedServant"
                        to="model.unit.expertOreMiner" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-expertOreMiner"
                        from="model.unit.freeColonist"
                        to="model.unit.expertOreMiner" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-masterCottonPlanter"
                        from="model.unit.indenturedServant"
                        to="model.unit.masterCottonPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-masterCottonPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterCottonPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-masterFurTrader"
                        from="model.unit.indenturedServant"
                        to="model.unit.masterFurTrader" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-masterFurTrader"
                        from="model.unit.freeColonist"
                        to="model.unit.masterFurTrader" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-masterSugarPlanter"
                        from="model.unit.indenturedServant"
                        to="model.unit.masterSugarPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-masterSugarPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterSugarPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-masterTobaccoPlanter"
                        from="model.unit.indenturedServant"
                        to="model.unit.masterTobaccoPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-masterTobaccoPlanter"
                        from="model.unit.freeColonist"
                        to="model.unit.masterTobaccoPlanter" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-masterWeaver"
                        from="model.unit.indenturedServant"
                        to="model.unit.masterWeaver" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-masterWeaver"
                        from="model.unit.freeColonist"
                        to="model.unit.masterWeaver" probability="100"/>
      <unit-type-change id="model.unitChange.natives.indenturedServant-seasonedScout"
                        from="model.unit.indenturedServant"
                        to="model.unit.seasonedScout" probability="100"/>
      <unit-type-change id="model.unitChange.natives.freeColonist-seasonedScout"
                        from="model.unit.freeColonist"
                        to="model.unit.seasonedScout" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.promotion">
      <unit-type-change id="model.unitChange.promotion.pettyCriminal"
                        from="model.unit.pettyCriminal"
                        to="model.unit.indenturedServant" probability="100"/>
      <unit-type-change id="model.unitChange.promotion.indenturedServant"
                        from="model.unit.indenturedServant"
                        to="model.unit.freeColonist" probability="100"/>
      <unit-type-change id="model.unitChange.promotion.freeColonist"
                        from="model.unit.freeColonist"
                        to="model.unit.veteranSoldier" probability="100"/>
      <unit-type-change id="model.unitChange.promotion.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.colonialRegular" probability="100"/>
    </unit-change-type>
    <unit-change-type id="model.unitChange.undead" owner-change="true">
      <unit-type-change id="model.unitChange.undead.pettyCriminal"
                        from="model.unit.pettyCriminal"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.indenturedServant"
                        from="model.unit.indenturedServant"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.freeColonist"
                        from="model.unit.freeColonist"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertFarmer"
                        from="model.unit.expertFarmer"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertFisherman"
                        from="model.unit.expertFisherman"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertFurTrapper"
                        from="model.unit.expertFurTrapper"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertSilverMiner"
                        from="model.unit.expertSilverMiner"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertLumberJack"
                        from="model.unit.expertLumberJack"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.expertOreMiner"
                        from="model.unit.expertOreMiner"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterSugarPlanter"
                        from="model.unit.masterSugarPlanter"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterCottonPlanter"
                        from="model.unit.masterCottonPlanter"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterTobaccoPlanter"
                        from="model.unit.masterTobaccoPlanter"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.firebrandPreacher"
                        from="model.unit.firebrandPreacher"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.elderStatesman"
                        from="model.unit.elderStatesman"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterCarpenter"
                        from="model.unit.masterCarpenter"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterDistiller"
                        from="model.unit.masterDistiller"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterWeaver"
                        from="model.unit.masterWeaver"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterTobacconist"
                        from="model.unit.masterTobacconist"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterFurTrader"
                        from="model.unit.masterFurTrader"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterBlacksmith"
                        from="model.unit.masterBlacksmith"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.masterGunsmith"
                        from="model.unit.masterGunsmith"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.seasonedScout"
                        from="model.unit.seasonedScout"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.hardyPioneer"
                        from="model.unit.hardyPioneer"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.veteranSoldier"
                        from="model.unit.veteranSoldier"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.jesuitMissionary"
                        from="model.unit.jesuitMissionary"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.kingsRegular"
                        from="model.unit.kingsRegular"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.indianConvert"
                        from="model.unit.indianConvert"
                        to="model.unit.undead" probability="100"/>
      <unit-type-change id="model.unitChange.undead.brave"
                        from="model.unit.brave"
                        to="model.unit.undead" probability="100"/>
    </unit-change-type>
  </unit-change-types>

  <unit-types>
    <!-- ATTENTION: skill-taught can NOT be inherited because it
         defaults to the unit type itself! -->
    <unit-type id="colonist" abstract="true"
               offence="0" defence="1" movement="3" line-of-sight="1"
               priority="1000">
      <ability id="model.ability.person"
               value="true"/>
      <ability id="model.ability.foundColony"
               value="true"/>
      <ability id="model.ability.canBeEquipped"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="true"/>
      <modifier id="model.modifier.conversionSkill"
                type="additive" value="6"/>
      <modifier id="model.modifier.conversionAlarmRate"
                type="percentage" value="2"/>
      <consumes id="model.goods.food" value="2" />
      <consumes id="model.goods.bells" value="1" />
    </unit-type>
    <unit-type id="model.unit.freeColonist" extends="colonist"
               default-unit="true" score-value="3" skill="0"
               recruit-probability="20" maximum-experience="200">
      <ability id="model.ability.bornInColony"
               value="true"/>
      <ability id="model.ability.foundInLostCity"
               value="true"/>
      <required-goods id="model.goods.food"
                      value="200"/>
    </unit-type>
    <unit-type id="model.unit.expertFarmer" extends="colonist"
               price="1100" skill="1" expert-production="model.goods.grain"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.grain" index="30"
                type="additive" value="2"/> <!-- Documentation for the classic game says 3, but it's actually 2.  -->
    </unit-type>
    <unit-type id="model.unit.expertFisherman" extends="colonist"
               price="1000" skill="1" expert-production="model.goods.fish"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.fish" index="30"
                type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.expertFurTrapper" extends="colonist"
               skill="1" expert-production="model.goods.furs"
               score-value="4" >
      <modifier id="model.goods.furs" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertSilverMiner" extends="colonist"
               price="900" skill="1" expert-production="model.goods.silver"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.silver" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertLumberJack" extends="colonist"
               price="700" skill="1" expert-production="model.goods.lumber"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.lumber" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertOreMiner" extends="colonist"
               price="600" skill="1" expert-production="model.goods.ore"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.ore" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterSugarPlanter" extends="colonist"
               skill="2" expert-production="model.goods.sugar"
               score-value="5" >
      <modifier id="model.goods.sugar" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterCottonPlanter" extends="colonist"
               skill="2" expert-production="model.goods.cotton"
               score-value="5" >
      <modifier id="model.goods.cotton" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterTobaccoPlanter" extends="colonist"
               skill="2" expert-production="model.goods.tobacco"
               score-value="5" >
      <modifier id="model.goods.tobacco" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.firebrandPreacher" extends="colonist"
               price="1500" skill="3" expert-production="model.goods.crosses"
               recruit-probability="1" score-value="6">
      <modifier id="model.goods.crosses" index="30"
                type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.elderStatesman" extends="colonist"
               price="1900" skill="3" expert-production="model.goods.bells"
               recruit-probability="1" score-value="6">
      <modifier id="model.goods.bells" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterCarpenter" extends="colonist"
               price="1000" skill="1" expert-production="model.goods.hammers"
               recruit-probability="1" score-value="4">
      <modifier id="model.goods.hammers" index="30"
                type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.masterDistiller" extends="colonist"
               price="1100" skill="2" expert-production="model.goods.rum"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.rum" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterWeaver" extends="colonist"
               price="1300" skill="2" expert-production="model.goods.cloth"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.cloth" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterTobacconist" extends="colonist"
               price="1200" skill="2" expert-production="model.goods.cigars"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.cigars" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterFurTrader" extends="colonist"
               price="950" skill="2" expert-production="model.goods.coats"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.coats" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterBlacksmith" extends="colonist"
               price="1050" skill="2" expert-production="model.goods.tools"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.tools" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterGunsmith" extends="colonist"
               price="850" skill="2" expert-production="model.goods.muskets"
               recruit-probability="1" score-value="5">
      <modifier id="model.goods.muskets" index="30"
                type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.seasonedScout" extends="colonist"
               skill="1"
               recruit-probability="1" score-value="4">
      <default-role id="model.role.scout"/>
      <ability id="model.ability.expertScout" value="true"/>
      <modifier id="model.modifier.exploreLostCityRumour"
                type="percentage" value="10"/>
    </unit-type>
    <unit-type id="model.unit.hardyPioneer" extends="colonist"
               price="1200" skill="1"
               recruit-probability="1" score-value="4">
      <default-role id="model.role.pioneer"/>
      <ability id="model.ability.expertPioneer" value="true"/>
      <modifier id="model.modifier.tileTypeChangeProduction"
                type="multiplicative" value="2">
        <scope type="model.goods.lumber"/>
      </modifier>
    </unit-type>
    <unit-type id="model.unit.veteranSoldier" extends="colonist"
               price="2000" skill="2"
               recruit-probability="1" score-value="5">
      <default-role id="model.role.soldier"/>
      <ability id="model.ability.mercenaryUnit"
               value="true"/>
      <ability id="model.ability.expertSoldier"
               value="true"/>
      <ability id="model.ability.supportUnit"
               value="true"/>
      <modifier id="model.modifier.offence" index="40"
                type="percentage" value="50"/>
      <modifier id="model.modifier.defence"
                type="percentage" value="50" index="40"/>
    </unit-type>
    <unit-type id="model.unit.jesuitMissionary" extends="colonist"
               price="1400" skill="3"
               recruit-probability="1" score-value="5">
      <default-role id="model.role.missionary"/>
      <ability id="model.ability.expertMissionary"
               value="true"/>
      <modifier id="model.modifier.missionaryTradeBonus"
                type="percentage" value="10"/>
    </unit-type>
    <unit-type id="model.unit.indenturedServant" extends="colonist"
               skill="-1" recruit-probability="20" score-value="2">
      <modifier id="model.goods.rum"     index="30" type="additive" value="-1"/>
      <modifier id="model.goods.cigars"  index="30" type="additive" value="-1"/>
      <modifier id="model.goods.cloth"   index="30" type="additive" value="-1"/>
      <modifier id="model.goods.coats"   index="30" type="additive" value="-1"/>
      <modifier id="model.goods.muskets" index="30" type="additive" value="-1"/>
      <modifier id="model.goods.bells"   index="30" type="additive" value="-1"/>
      <modifier id="model.goods.crosses" index="30" type="additive" value="-1"/>
      <modifier id="model.goods.hammers" index="30" type="additive" value="-1"/>
      <modifier id="model.goods.tools"   index="30" type="additive" value="-1"/>
    </unit-type>
    <unit-type id="model.unit.pettyCriminal" extends="colonist"
               skill="-2" recruit-probability="20" score-value="1">
      <modifier id="model.goods.rum"     index="30" type="additive" value="-2"/>
      <modifier id="model.goods.cigars"  index="30" type="additive" value="-2"/>
      <modifier id="model.goods.cloth"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.coats"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.muskets" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.bells"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.crosses" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.hammers" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.tools"   index="30" type="additive" value="-2"/>
    </unit-type>
    <unit-type id="model.unit.indianConvert"
               skill="0" offence="0" defence="1" movement="3" line-of-sight="1"
               maximum-attrition="8" score-value="3">
      <consumes id="model.goods.food" value="2"/>
      <consumes id="model.goods.bells" value="1"/>
      <ability id="model.ability.person"
               value="true"/>
      <ability id="model.ability.foundColony"
               value="false"/>
      <modifier id="model.goods.grain"   index="30" type="additive" value="1"/>
      <modifier id="model.goods.sugar"   index="30" type="additive" value="1"/>
      <modifier id="model.goods.tobacco" index="30" type="additive" value="1"/>
      <modifier id="model.goods.cotton"  index="30" type="additive" value="1"/>
      <modifier id="model.goods.furs"    index="30" type="additive" value="1"/>
      <modifier id="model.goods.fish"    index="30" type="additive" value="1"/>
      <modifier id="model.goods.rum"     index="30" type="additive" value="-2"/>
      <modifier id="model.goods.cigars"  index="30" type="additive" value="-2"/>
      <modifier id="model.goods.cloth"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.coats"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.muskets" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.bells"   index="30" type="additive" value="-2"/>
      <modifier id="model.goods.crosses" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.hammers" index="30" type="additive" value="-2"/>
      <modifier id="model.goods.tools"   index="30" type="additive" value="-2"/>
    </unit-type>
    <unit-type id="model.unit.brave"
               offence="1" defence="1"
               default-unit="true" movement="3" line-of-sight="1" space="1">
      <required-ability id="model.ability.native"/>
      <consumes id="model.goods.food" value="2"/>
      <consumes id="model.goods.rum" value="1"/>
      <consumes id="model.goods.tradeGoods" value="1"/>
      <consumes id="model.goods.ore" value="1"/>
      <consumes id="model.goods.silver" value="1"/>
      <consumes id="model.goods.cigars" value="1"/>
      <consumes id="model.goods.coats" value="1"/>
      <consumes id="model.goods.cloth" value="1"/>
      <ability id="model.ability.person"
               value="true"/>
      <ability id="model.ability.carryGoods"
               value="true"/>
      <ability id="model.ability.bornInIndianSettlement"
               value="true"/>
      <ability id="model.ability.pillageUnprotectedColony"
               value="true"/>
      <ability id="model.ability.disposeOnCombatLoss"
               value="true"/>
      <ability id="model.ability.captureUnits"
               value="false"/>
      <ability id="model.ability.captureEquipment"
               value="true"/>
      <ability id="model.ability.canBeEquipped"
               value="true"/>
      <ability id="model.ability.foundColony"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.colonialRegular" extends="colonist"
               skill-taught="model.unit.veteranSoldier" skill="3">
      <required-ability id="model.ability.independenceDeclared"/>
      <ability id="model.ability.demoteOnAllEquipLost"
               value="true"/>
      <ability id="model.ability.canBeEquipped"
               value="true"/>
      <ability id="model.ability.expertSoldier"
               value="true"/>
      <modifier id="model.modifier.offence" index="20"
                type="additive" value="3"/>
      <modifier id="model.modifier.defence" index="20"
                type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.kingsRegular" extends="colonist"
               default-unit="true" skill="4">
      <required-ability id="model.ability.royalExpeditionaryForce"/>
      <ability id="model.ability.refUnit"
               value="true"/>
      <ability id="model.ability.disposeOnAllEquipLost"
               value="true"/>
      <ability id="model.ability.canBeSurrendered"
               value="false"/>
      <ability id="model.ability.expertSoldier"
               value="true"/>
      <modifier id="model.modifier.offence" index="20"
                type="additive" value="4"/>
      <modifier id="model.modifier.defence" index="20"
                type="additive" value="4"/>
    </unit-type>
    <unit-type id="ship" abstract="true">
      <ability id="model.ability.navalUnit"
               value="true"/>
      <ability id="model.ability.carryGoods"
               value="true"/>
      <ability id="model.ability.carryUnits"
               value="true"/>
      <ability id="model.ability.evadeAttack"
               value="true"/>
      <ability id="model.ability.foundColony"
               value="false"/>
      <modifier id="model.modifier.tradeVolumePenalty"
                value="-75" type="percentage"/>
    </unit-type>
    <unit-type id="model.unit.caravel" extends="ship" price="1000"
               offence="0" defence="2" movement="12"
               line-of-sight="1" space="2" spaceTaken="24" hit-points="6"
               score-value="3">
      <required-goods id="model.goods.hammers"
                      value="128"/>
      <required-goods id="model.goods.tools"
                      value="40"/>
    </unit-type>
    <unit-type id="model.unit.frigate" extends="ship" price="5000"
               offence="16" defence="16" movement="18"
               line-of-sight="2" space="4" spaceTaken="32" hit-points="6"
               score-value="6">
      <required-goods id="model.goods.hammers"
                      value="512"/>
      <required-goods id="model.goods.tools"
                      value="200"/>
      <ability id="model.ability.captureGoods"
               value="true"/>
      <ability id="model.ability.supportUnit"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.galleon" extends="ship" price="3000"
               offence="0" defence="10" movement="18"
               line-of-sight="2" space="6" spaceTaken="64" hit-points="6"
               score-value="5">
      <required-goods id="model.goods.hammers"
                      value="320"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
    </unit-type>
    <unit-type id="model.unit.manOWar" extends="ship" mercenary-price="10000"
               offence="24" defence="24" movement="18"
               line-of-sight="2" space="6" spaceTaken="64" hit-points="6"
               score-value="8">
      <required-goods id="model.goods.hammers"
                      value="1024"/>
      <required-goods id="model.goods.tools"
                      value="300"/>
      <required-ability id="model.ability.independentNation"/>
      <ability id="model.ability.refUnit"
               value="true"/>
      <ability id="model.ability.canBeSurrendered"
               value="false"/>
      <ability id="model.ability.captureGoods"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.merchantman" extends="ship" price="2000"
               offence="0" defence="6" movement="15"
               line-of-sight="1" space="4" spaceTaken="32" hit-points="6"
               score-value="4">
      <required-goods id="model.goods.hammers"
                      value="192"/>
      <required-goods id="model.goods.tools"
                      value="80"/>
    </unit-type>
    <unit-type id="model.unit.privateer" extends="ship" price="2000"
               offence="8" defence="8" movement="24"
               line-of-sight="2" space="2" spaceTaken="24" hit-points="6"
               score-value="4">
      <required-goods id="model.goods.hammers"
                      value="256"/>
      <required-goods id="model.goods.tools"
                      value="120"/>
      <ability id="model.ability.captureGoods"
               value="true"/>
      <ability id="model.ability.piracy"
               value="true"/>
    </unit-type>
    <unit-type id="wagon" abstract="true" line-of-sight="1">
      <ability id="model.ability.foundColony"
               value="false"/>
    </unit-type>
    <unit-type id="model.unit.artillery" extends="wagon" price="500"
               offence="7" defence="5" movement="3"
               score-value="2">
      <required-goods id="model.goods.hammers"
                      value="192"/>
      <required-goods id="model.goods.tools"
                      value="40"/>
      <ability id="model.ability.refUnit"
               value="true"/>
      <ability id="model.ability.canBeSurrendered"
               value="true"/>
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.mercenaryUnit"
               value="true"/>
      <ability id="model.ability.supportUnit"
               value="true"/>
      <ability id="model.ability.bombard"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.damagedArtillery" extends="wagon"
               offence="5" defence="3" movement="3"
               score-value="1">
      <ability id="model.ability.captureUnits"
               value="true"/>
      <ability id="model.ability.bombard"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.treasureTrain" extends="wagon"
               offence="0" defence="0" movement="3"
               score-value="1" spaceTaken="6">
      <ability id="model.ability.carryTreasure"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.wagonTrain" extends="wagon"
               offence="0" defence="1" movement="6"
               score-value="1" spaceTaken="12" space="2">
      <required-goods id="model.goods.hammers"
                      value="40"/>
      <limit id="model.limit.wagonTrains" operator="lt">
        <left-hand-side operand-type="units" scope-level="player" />
        <right-hand-side operand-type="settlements" scope-level="player" />
      </limit>
      <ability id="model.ability.carryGoods"
               value="true"/>
      <ability id="model.ability.canBeCaptured"
               value="true"/>
    </unit-type>
    <!--
        <unit-type id="model.unit.milkmaid" extends="colonist"
        expert-production="model.goods.grain" />
    -->
    <unit-type id="model.unit.revenger"
               offence="666" defence="666" movement="18" line-of-sight="3">
      <required-ability id="model.ability.undead"/>
      <ability id="model.ability.undead"
               value="true"/>
      <ability id="model.ability.multipleAttacks"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.flyingDutchman" extends="ship"
               offence="666" defence="666" movement="36" line-of-sight="3"
               space="6" hit-points="6">
      <required-ability id="model.ability.undead"/>
      <ability id="model.ability.captureGoods"
               value="true"/>
      <ability id="model.ability.undead"
               value="true"/>
    </unit-type>
    <unit-type id="model.unit.undead" extends="colonist"
               offence="18" defence="4">
      <required-ability id="model.ability.undead"/>
      <ability id="model.ability.undead"
               value="true"/>
    </unit-type>
  </unit-types>

  <!--
      The priority value determines the order in which consumers are
      granted access to goods.  Units have a priority of 1000,
      buildings have a default priority of 800, the colony's build
      queue has a priority of 500, and the colony's population queue
      has a priority of 300.  Consumers with a higher priority are
      served first.
  -->
  <building-types>
    <building-type id="model.building.townHall">
      <production unattended="true">
        <output goods-type="model.goods.bells" value="1"/>
      </production>
      <production>
        <output goods-type="model.goods.bells" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.carpenterHouse">
      <production>
        <input goods-type="model.goods.lumber" value="3"/>
        <output goods-type="model.goods.hammers" value="3"/>
      </production>
      <ability id="model.ability.build"
               value="true">
        <scope type="model.unit.wagonTrain"/>
      </ability>
    </building-type>
    <building-type id="model.building.lumberMill"
                   extends="model.building.carpenterHouse"
                   upgrades-from="model.building.carpenterHouse"
                   competence-factor="2" rebel-factor="2"
                   required-population="3" upkeep="10">
      <production>
        <input goods-type="model.goods.lumber" value="6"/>
        <output goods-type="model.goods.hammers" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="52"/>
      <modifier id="model.modifier.tileTypeChangeProduction"
                type="multiplicative" value="3">
        <scope type="model.goods.lumber"/>
      </modifier>
    </building-type>
    <building-type id="model.building.blacksmithHouse">
      <production>
        <input goods-type="model.goods.ore" value="3"/>
        <output goods-type="model.goods.tools" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.blacksmithShop"
                   extends="model.building.blacksmithHouse"
                   upgrades-from="model.building.blacksmithHouse"
                   competence-factor="2"
                   upkeep="5">
      <production>
        <input goods-type="model.goods.ore" value="6"/>
        <output goods-type="model.goods.tools" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
    </building-type>
    <building-type id="model.building.ironWorks"
                   extends="model.building.blacksmithShop"
                   upgrades-from="model.building.blacksmithShop"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   required-population="8" upkeep="15">
      <production>
        <input goods-type="model.goods.ore" value="6"/>
        <output goods-type="model.goods.tools" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="240"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.tobacconistHouse">
      <production>
        <input goods-type="model.goods.tobacco" value="3"/>
        <output goods-type="model.goods.cigars" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.tobacconistShop"
                   extends="model.building.tobacconistHouse"
                   upgrades-from="model.building.tobacconistHouse"
                   competence-factor="2"
                   upkeep="5">
      <production>
        <input goods-type="model.goods.tobacco" value="6"/>
        <output goods-type="model.goods.cigars" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
    </building-type>
    <building-type id="model.building.cigarFactory"
                   extends="model.building.tobacconistShop"
                   upgrades-from="model.building.tobacconistShop"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   required-population="8" upkeep="15">
      <production>
        <input goods-type="model.goods.tobacco" value="6"/>
        <output goods-type="model.goods.cigars" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.weaverHouse">
      <production>
        <input goods-type="model.goods.cotton" value="3"/>
        <output goods-type="model.goods.cloth" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.weaverShop"
                   extends="model.building.weaverHouse"
                   upgrades-from="model.building.weaverHouse"
                   competence-factor="2"
                   upkeep="5">
      <production>
        <input goods-type="model.goods.cotton" value="6"/>
        <output goods-type="model.goods.cloth" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
    </building-type>
    <building-type id="model.building.textileMill"
                   extends="model.building.weaverShop"
                   upgrades-from="model.building.weaverShop"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   required-population="8" upkeep="15">
      <production>
        <input goods-type="model.goods.cotton" value="6"/>
        <output goods-type="model.goods.cloth" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.distillerHouse">
      <production>
        <input goods-type="model.goods.sugar" value="3"/>
        <output goods-type="model.goods.rum" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.rumDistillery"
                   extends="model.building.distillerHouse"
                   upgrades-from="model.building.distillerHouse"
                   competence-factor="2"
                   upkeep="5">
      <production>
        <input goods-type="model.goods.sugar" value="6"/>
        <output goods-type="model.goods.rum" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
    </building-type>
    <building-type id="model.building.rumFactory"
                   extends="model.building.rumDistillery"
                   upgrades-from="model.building.rumDistillery"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   required-population="8" upkeep="15">
      <production>
        <input goods-type="model.goods.sugar" value="6"/>
        <output goods-type="model.goods.rum" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.furTraderHouse">
      <production>
        <input goods-type="model.goods.furs" value="3"/>
        <output goods-type="model.goods.coats" value="3"/>
      </production>
    </building-type>
    <building-type id="model.building.furTradingPost"
                   extends="model.building.furTraderHouse"
                   upgrades-from="model.building.furTraderHouse"
                   competence-factor="2"
                   upkeep="5">
      <production>
        <input goods-type="model.goods.furs" value="6"/>
        <output goods-type="model.goods.coats" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="56"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
    </building-type>
    <building-type id="model.building.furFactory"
                   extends="model.building.furTradingPost"
                   upgrades-from="model.building.furTradingPost"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   required-population="6" upkeep="15">
      <production>
        <input goods-type="model.goods.furs" value="6"/>
        <output goods-type="model.goods.coats" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.schoolhouse"
                   workplaces="1" minimum-skill="1" maximum-skill="1"
                   required-population="4" upkeep="5">
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <ability id="model.ability.teach"
               value="true"/>
    </building-type>
    <building-type id="model.building.college"
                   extends="model.building.schoolhouse"
                   workplaces="2" maximum-skill="2"
                   upgrades-from="model.building.schoolhouse"
                   required-population="8" upkeep="10">
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="50"/>
    </building-type>
    <building-type id="model.building.university"
                   extends="model.building.college"
                   workplaces="3" maximum-skill="4"
                   upgrades-from="model.building.college"
                   required-population="10" upkeep="15">
      <required-goods id="model.goods.hammers"
                      value="200"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
    </building-type>
    <building-type id="model.building.armory"
                   priority="400" upkeep="5">
      <production>
        <input goods-type="model.goods.tools" value="3"/>
        <output goods-type="model.goods.muskets" value="3"/>
      </production>
      <!-- priority should be less than the colony's build queue -->
      <required-goods id="model.goods.hammers"
                      value="52"/>
      <ability id="model.ability.build"
               value="true">
        <scope type="model.unit.artillery"/>
      </ability>
    </building-type>
    <building-type id="model.building.magazine"
                   extends="model.building.armory"
                   upgrades-from="model.building.armory"
                   competence-factor="2"
                   required-population="8" upkeep="10">
      <production>
        <input goods-type="model.goods.tools" value="6"/>
        <output goods-type="model.goods.muskets" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="120"/>
      <required-goods id="model.goods.tools"
                      value="50"/>
    </building-type>
    <building-type id="model.building.arsenal"
                   extends="model.building.magazine"
                   upgrades-from="model.building.magazine"
                   experts-with-connections-production="4"
                   competence-factor="3" rebel-factor="1.5"
                   upkeep="15">
      <production>
        <input goods-type="model.goods.tools" value="9"/>
        <output goods-type="model.goods.muskets" value="9"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="240"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <ability id="model.ability.expertsUseConnections"
               value="true"/>
    </building-type>
    <building-type id="model.building.chapel" workplaces="0">
      <production unattended="true">
        <output goods-type="model.goods.crosses" value="1"/>
      </production>
    </building-type>
    <building-type id="model.building.church"
                   extends="model.building.chapel"
                   upgrades-from="model.building.chapel"
                   workplaces="3"
                   required-population="3" upkeep="5">
      <production unattended="true">
        <output goods-type="model.goods.crosses" value="2"/>
      </production>
      <production>
        <output goods-type="model.goods.crosses" value="3"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <ability id="model.ability.dressMissionary"
               value="true"/>
    </building-type>
    <building-type id="model.building.cathedral"
                   extends="model.building.church"
                   upgrades-from="model.building.church"
                   competence-factor="2" rebel-factor="2"
                   required-population="8" upkeep="15">
      <production unattended="true">
        <output goods-type="model.goods.crosses" value="3"/>
      </production>
      <production>
        <output goods-type="model.goods.crosses" value="6"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="176"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
    </building-type>
    <building-type id="model.building.stockade"
                   workplaces="0" required-population="3">
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="100"/>
      <modifier id="model.modifier.minimumColonySize"
                type="additive" value="3"/>
      <!-- FIXME: abilties to prevent the effects of Indian raids. -->
    </building-type>
    <building-type id="model.building.fort"
                   extends="model.building.stockade"
                   upgrades-from="model.building.stockade"
                   upkeep="10">
      <required-goods id="model.goods.hammers"
                      value="120"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <modifier id="model.modifier.defence" delete="true" />
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="150"/>
      <ability id="model.ability.bombardShips"
               value="true"/>
    </building-type>
    <building-type id="model.building.fortress"
                   extends="model.building.fort"
                   upgrades-from="model.building.fort"
                   required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers"
                      value="320"/>
      <required-goods id="model.goods.tools"
                      value="200"/>
      <modifier id="model.modifier.defence" delete="true" />
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="200"/>
    </building-type>
    <building-type id="model.building.depot"
                   workplaces="0" priority="750">
      <modifier id="model.modifier.warehouseStorage"
                type="additive" value="100"/>
    </building-type>
    <building-type id="model.building.warehouse"
                   extends="model.building.depot"
                   upgrades-from="model.building.depot"
                   upkeep="5">
      <required-goods id="model.goods.hammers"
                      value="80"/>
      <modifier id="model.modifier.warehouseStorage"
                type="additive" value="100"/>
    </building-type>
    <building-type id="model.building.warehouseExpansion"
                   extends="model.building.warehouse"
                   upgrades-from="model.building.warehouse"
                   upkeep="5">
      <required-goods id="model.goods.hammers"
                      value="80"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
      <modifier id="model.modifier.warehouseStorage"
                type="additive" value="100"/>
    </building-type>
    <building-type id="model.building.country"
                   workplaces="0" priority="700">
      <production unattended="true">
        <input goods-type="model.goods.food" value="1"/>
        <output goods-type="model.goods.horses" value="1"/>
      </production>
      <ability id="model.ability.autoProduction"/>
      <ability id="model.ability.avoidExcessProduction"/>
      <modifier id="model.modifier.breedingDivisor" index="60"
                type="additive" value="50"/>
      <modifier id="model.modifier.breedingFactor" index="60"
                type="additive" value="2"/>
      <modifier id="model.goods.horses" index="60"
                type="multiplicative" value="1.0"/>
      <modifier id="model.modifier.consumeOnlySurplusProduction" index="60"
                type="multiplicative" value="0.5" />
    </building-type>
    <building-type id="model.building.stables"
                   extends="model.building.country"
                   upgrades-from="model.building.country"
                   upkeep="5">
      <production unattended="true">
        <input goods-type="model.goods.food" value="1"/>
        <output goods-type="model.goods.horses" value="1"/>
      </production>
      <required-goods id="model.goods.hammers"
                      value="64"/>
      <modifier id="model.modifier.breedingDivisor" index="60"
                type="multiplicative" value="0.5" />
    </building-type>
    <building-type id="model.building.docks"
                   workplaces="0"
                   upkeep="5">
      <required-ability id="model.ability.hasPort"
                        value="true" />
      <required-goods id="model.goods.hammers"
                      value="52"/>
      <ability id="model.ability.produceInWater"
               value="true"/>
    </building-type>
    <building-type id="model.building.drydock"
                   extends="model.building.docks"
                   upgrades-from="model.building.docks"
                   required-population="4" upkeep="10">
      <required-goods id="model.goods.hammers"
                      value="80"/>
      <required-goods id="model.goods.tools"
                      value="50"/>
      <ability id="model.ability.repairUnits"
               value="true">
        <scope ability-id="model.ability.navalUnit"/>
      </ability>
    </building-type>
    <building-type id="model.building.shipyard"
                   extends="model.building.drydock"
                   upgrades-from="model.building.drydock"
                   required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers"
                      value="240"/>
      <required-goods id="model.goods.tools"
                      value="100"/>
      <ability id="model.ability.build"
               value="true">
        <scope ability-id="model.ability.navalUnit"/>
      </ability>
    </building-type>
    <building-type id="model.building.printingPress"
                   workplaces="0"
                   upkeep="5">
      <required-goods id="model.goods.hammers"
                      value="52"/>
      <required-goods id="model.goods.tools"
                      value="20"/>
      <modifier id="model.goods.bells" index="70"
                type="percentage" value="50">
        <scope ability-id="model.ability.person" match-negated="true"/>
      </modifier>
    </building-type>
    <building-type id="model.building.newspaper"
                   extends="model.building.printingPress"
                   upgrades-from="model.building.printingPress"
                   required-population="4" upkeep="10">
      <required-goods id="model.goods.hammers"
                      value="120"/>
      <required-goods id="model.goods.tools"
                      value="50"/>
      <modifier id="model.goods.bells" delete="true" />
      <modifier id="model.goods.bells" index="70"
                type="percentage" value="100">
        <scope ability-id="model.ability.person" match-negated="true"/>
      </modifier>
    </building-type>
    <building-type id="model.building.customHouse"
                   workplaces="0"
                   upkeep="15">
      <required-goods id="model.goods.hammers"
                      value="160"/>
      <required-goods id="model.goods.tools"
                      value="50"/>
      <required-ability id="model.ability.buildCustomHouse"/>
      <ability id="model.ability.export"
               value="true"/>
      <ability id="model.ability.coastalOnly"
               value="false"/>
    </building-type>
  </building-types>

  <!-- By default, all founding fathers should be available to all
       players. Founding fathers can be restricted to certain
       nations by adding these nations explicitly, like this:
       <scope method-name="getNationID" method-value="model.nation.spanish"/>
       or
       <scope method-name="getNationType" method-value="model.nationType.trade"/>
       A founding fathers with these settings would only be available
       to the Spanish nation and nations with the Trade advantage.
  -->
  <founding-fathers>
    <founding-father id="model.foundingFather.adamSmith" type="trade"
                     weight1="2" weight2="8" weight3="6">
      <ability id="model.ability.buildFactory"
               value="true"/>
    </founding-father>
    <founding-father id="model.foundingFather.jacobFugger" type="trade"
                     weight1="0" weight2="5" weight3="8">
      <event id="model.event.boycottsLifted"/>
    </founding-father>
    <founding-father id="model.foundingFather.peterMinuit" type="trade"
                     weight1="9" weight2="1" weight3="1">
      <!-- Player saves 100% percent, i.e. pays nothing. -->
      <modifier id="model.modifier.landPaymentModifier"
                type="percentage" value="-100"/>
    </founding-father>
    <founding-father id="model.foundingFather.peterStuyvesant" type="trade"
                     weight1="2" weight2="4" weight3="8">
      <ability id="model.ability.buildCustomHouse"
               value="true"/>
    </founding-father>
    <founding-father id="model.foundingFather.janDeWitt" type="trade"
                     weight1="2" weight2="6" weight3="10">
      <ability id="model.ability.tradeWithForeignColonies"
               value="true"/>
      <ability id="model.ability.customHouseTradesWithForeignCountries"
               value="true"/>
      <ability id="model.ability.betterForeignAffairsReport"
               value="true"/>
    </founding-father>
    <founding-father id="model.foundingFather.ferdinandMagellan"
                     type="exploration"
                     weight1="2" weight2="10" weight3="10">
      <modifier id="model.modifier.movementBonus"
                type="additive" value="3">
        <scope ability-id="model.ability.navalUnit" ability-value="true"/>
      </modifier>
      <modifier id="model.modifier.sailHighSeas"
                type="additive" value="-1">
        <scope ability-id="model.ability.navalUnit" ability-value="true"/>
      </modifier>
      <event id="model.event.movementChange"/>
    </founding-father>
    <founding-father id="model.foundingFather.franciscoDeCoronado"
                     type="exploration"
                     weight1="3" weight2="5" weight3="7">
      <event id="model.event.seeAllColonies"/>
      <modifier id="model.modifier.exposedTilesRadius"
                type="additive" value="3"/>
    </founding-father>
    <founding-father id="model.foundingFather.hernandoDeSoto"
                     type="exploration"
                     weight1="5" weight2="10" weight3="5">
      <modifier id="model.modifier.lineOfSightBonus"
                type="additive" value="1">
        <scope ability-id="model.ability.navalUnit" ability-value="false"/>
      </modifier>
      <ability id="model.ability.rumoursAlwaysPositive"
               value="true"/>
    </founding-father>
    <founding-father id="model.foundingFather.henryHudson" type="exploration"
                     weight1="10" weight2="1" weight3="1">
      <modifier id="model.goods.furs" index="40"
                type="percentage" value="100">
        <scope ability-id="model.ability.person" match-negated="false"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.laSalle" type="exploration"
                     weight1="7" weight2="5" weight3="3">
      <event id="model.event.freeBuilding"
             value="model.building.stockade"/>
      <modifier id="model.modifier.buildingPriceBonus"
                type="percentage" value="-100">
        <scope type="model.building.stockade"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.hernanCortes" type="military"
                     weight1="6" weight2="5" weight3="1">
      <ability id="model.ability.plunderNatives"/>
      <modifier id="model.modifier.treasureTransportFee"
                type="percentage" value="-100"/>
    </founding-father>
    <founding-father id="model.foundingFather.georgeWashington" type="military"
                     weight1="0" weight2="4" weight3="10">
      <ability id="model.ability.automaticPromotion"
               value="true"/>
    </founding-father>
    <founding-father id="model.foundingFather.paulRevere" type="military"
                     weight1="10" weight2="2" weight3="1">
      <ability id="model.ability.automaticEquipment"
               value="true">
        <scope type="model.role.soldier"/>
      </ability>
    </founding-father>
    <founding-father id="model.foundingFather.francisDrake" type="military"
                     weight1="4" weight2="8" weight3="6">
      <modifier id="model.modifier.offence" index="50"
                type="percentage" value="50">
        <scope type="model.unit.privateer"/>
      </modifier>
      <modifier id="model.modifier.defence" index="50"
                type="percentage" value="50">
        <scope type="model.unit.privateer"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.johnPaulJones" type="military"
                     weight1="0" weight2="6" weight3="7">
      <unit id="model.unit.frigate"/>
    </founding-father>
    <founding-father id="model.foundingFather.thomasJefferson" type="political"
                     weight1="4" weight2="5" weight3="6">
      <modifier id="model.goods.bells" index="40"
                type="percentage" value="50">
        <scope ability-id="model.ability.person" match-negated="true"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.pocahontas" type="political"
                     weight1="7" weight2="5" weight3="3">
      <modifier id="model.modifier.nativeAlarmModifier"
                type="percentage" value="-50"/>
      <event id="model.event.resetNativeAlarm"/>
    </founding-father>
    <founding-father id="model.foundingFather.thomasPaine" type="political"
                     weight1="1" weight2="2" weight3="8">
      <ability id="model.ability.addTaxToBells"
               value="true"/>
      <!-- The value of the modifier is intentionally zero.  This
           modifier is used as a template and the value in the copy is
           set to the current tax. -->
      <modifier id="model.goods.bells" index="40"
                type="percentage" value="0">
        <scope ability-id="model.ability.person" match-negated="true"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.simonBolivar" type="political"
                     weight1="0" weight2="4" weight3="6">
      <modifier id="model.modifier.SoL"
                type="additive" value="20"/>
    </founding-father>
    <founding-father id="model.foundingFather.benjaminFranklin"
                     type="political"
                     weight1="5" weight2="5" weight3="5">
      <ability id="model.ability.ignoreEuropeanWars"
               value="true"/>
      <ability id="model.ability.alwaysOfferedPeace"
               value="true"/>
      <modifier id="model.modifier.peaceTreaty"
                type="percentage" value="50"/>
    </founding-father>
    <founding-father id="model.foundingFather.williamBrewster" type="religious"
                     weight1="7" weight2="4" weight3="1">
      <ability id="model.ability.selectRecruit"
               value="true"/>
      <ability id="model.ability.canRecruitUnit"
               value="false">
        <scope type="model.unit.indenturedServant"/>
        <scope type="model.unit.pettyCriminal"/>
      </ability>
      <event id="model.event.newRecruits"/>
    </founding-father>
    <founding-father id="model.foundingFather.williamPenn" type="religious"
                     weight1="8" weight2="5" weight3="2">
      <modifier id="model.goods.crosses" index="40"
                type="percentage" value="50">
        <scope ability-id="model.ability.person" match-negated="true"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.fatherJeanDeBrebeuf"
                     type="religious"
                     weight1="6" weight2="6" weight3="1">
      <ability id="model.ability.expertMissionary"
               value="true">
        <scope ability-id="model.ability.establishMission"/>
      </ability>
    </founding-father>
    <founding-father id="model.foundingFather.juanDeSepulveda" type="religious"
                     weight1="3" weight2="8" weight3="3">
      <modifier id="model.modifier.nativeConvertBonus"
                type="percentage" value="20"/>
    </founding-father>
    <founding-father id="model.foundingFather.bartolomeDeLasCasas"
                     type="religious"
                     weight1="0" weight2="5" weight3="10">
      <ability id="model.ability.upgradeConvert"
               value="true"/>
    </founding-father>
  </founding-fathers>

  <european-nation-types>
    <!-- default nation for multi-player games -->
    <european-nation-type id="model.nationType.default">
      <unit id="pioneer" type="model.unit.freeColonist"
            role="model.role.pioneer"/>
      <unit id="soldier" type="model.unit.freeColonist"
            role="model.role.soldier"/>
      <unit id="soldier" type="model.unit.veteranSoldier"
            role="model.role.soldier" expert-starting-units="true"/>
      <unit id="ship" type="model.unit.caravel"/>
      <settlement id="model.settlement.colony" capital="false"
                  claimable-radius="1" visible-radius="2">
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="50"/>
      </settlement>
      <!-- default to units being recruitable for Europeans, note that
           Brewster disables this for specific unit types, but we do
           not do this for other unit types (man-o-war, natives) and
           perhaps should -->
      <ability id="model.ability.canRecruitUnit"
               value="true"/>
      <ability id="model.ability.electFoundingFather"
               value="true"/>
      <ability id="model.ability.foundsColonies"
               value="true"/>
    </european-nation-type>
    <!-- really special nation type for option use *only*, needed so
         that the missionary role is available to units in unit list
         options -->
    <european-nation-type id="model.nationType.optionOnly"
                          extends="model.nationType.default">
      <ability id="model.ability.dressMissionary" value="true"/>
    </european-nation-type>
    <!-- default REF nation -->
    <european-nation-type id="model.nationType.ref" ref="true">
      <settlement id="model.settlement.colony" capital="false"
                  claimable-radius="1" visible-radius="2">
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="50"/>
      </settlement>
      <ability id="model.ability.ambushPenalty"
               value="true"/>
      <ability id="model.ability.royalExpeditionaryForce"
               value="true"/>
      <ability id="model.ability.independentNation"
               value="true"/>
      <modifier id="model.modifier.bombardBonus" index="50"
                type="percentage" value="50"/>
    </european-nation-type>
    <!-- this was the Dutch player -->
    <european-nation-type id="model.nationType.trade"
                          extends="model.nationType.default">
      <unit id="ship" type="model.unit.merchantman"/>
      <modifier id="model.modifier.tradeBonus"
                type="percentage" value="-50"/>
    </european-nation-type>
    <!-- this was the French player -->
    <european-nation-type id="model.nationType.cooperation"
                          extends="model.nationType.default">
      <unit id="pioneer" type="model.unit.hardyPioneer"
            role="model.role.pioneer"/>
      <modifier id="model.modifier.nativeAlarmModifier"
                type="percentage" value="-50"/>
    </european-nation-type>
    <!-- this was the English player -->
    <european-nation-type id="model.nationType.immigration"
                          extends="model.nationType.default">
      <modifier id="model.modifier.religiousUnrestBonus"
                type="percentage" value="-33"/>
    </european-nation-type>
    <!-- this was the Spanish player -->
    <european-nation-type id="model.nationType.conquest"
                          extends="model.nationType.default">
      <unit id="soldier" type="model.unit.veteranSoldier"
            role="model.role.soldier" mounted="true"/>
      <modifier id="model.modifier.nativeConvertBonus"
                type="percentage" value="200"/>
      <modifier id="model.modifier.offenceAgainst" index="50"
                type="percentage" value="50">
        <scope method-name="isIndian" method-value="true"/>
      </modifier>
    </european-nation-type>
  </european-nation-types>

  <indian-nation-types>
    <indian-nation-type id="default" abstract="true">
      <ability id="model.ability.ambushBonus"
               value="true"/>
      <ability id="model.ability.foundsColonies"
               value="false"/>
      <ability id="model.ability.automaticEquipment"
               value="true">
        <scope type="model.role.nativeDragoon"/>
        <scope type="model.role.armedBrave"/>
      </ability>
      <ability id="model.ability.native"/>
    </indian-nation-type>
    <indian-nation-type id="camp" abstract="true" extends="default">
      <settlement id="model.settlement.camp" capital="false"
                  claimable-radius="1" extra-claimable-radius="2"
                  minimum-size="4" maximum-size="6"
                  minimum-growth="1" maximum-growth="8"
                  trade-bonus="1" convert-threshold="100">
        <plunder id="plunder.camp" probability="20"
                 minimum="2" maximum="3" factor="100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.camp.extra" probability="100"
                 minimum="3" maximum="6" factor="100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="2" maximum="3" factor="100" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="50"/>
      </settlement>
      <settlement id="model.settlement.camp.capital" capital="true"
                  claimable-radius="2" extra-claimable-radius="2"
                  minimum-size="6" maximum-size="8"
                  minimum-growth="2" maximum-growth="10"
                  trade-bonus="2" convert-threshold="100">
        <plunder id="plunder.camp.capital" probability="100"
                 minimum="2" maximum="4" factor="200">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.camp.capital.extra" probability="100"
                 minimum="2" maximum="4" factor="300">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="3" maximum="6" factor="200" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="100"/>
      </settlement>
    </indian-nation-type>
    <indian-nation-type id="village" abstract="true" extends="default">
      <settlement id="model.settlement.village" capital="false"
                  claimable-radius="1" extra-claimable-radius="2"
                  minimum-size="6" maximum-size="8"
                  minimum-growth="1" maximum-growth="8"
                  trade-bonus="2" convert-threshold="100">
        <plunder id="plunder.village" probability="50"
                 minimum="3" maximum="8" factor="100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.village.extra" probability="100"
                 minimum="4" maximum="12" factor="100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="3" maximum="6" factor="100" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="50"/>
      </settlement>
      <settlement id="model.settlement.village.capital" capital="true"
                  claimable-radius="2" extra-claimable-radius="2"
                  minimum-size="8" maximum-size="10"
                  minimum-growth="2" maximum-growth="10"
                  trade-bonus="3" convert-threshold="100">
        <plunder id="plunder.village.capital" probability="100"
                 minimum="3" maximum="8" factor="200">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.village.capital.extra" probability="100"
                 minimum="3" maximum="8" factor="300">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="4" maximum="8" factor="200" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="100"/>
      </settlement>
    </indian-nation-type>
    <indian-nation-type id="model.nationType.apache" extends="camp"
                        number-of-settlements="average" aggression="high">
      <skill id="model.unit.masterCottonPlanter" probability="20"/>
      <skill id="model.unit.expertFarmer" probability="10"/>
      <skill id="model.unit.masterSugarPlanter" probability="3"/>
      <skill id="model.unit.masterTobaccoPlanter" probability="3"/>
      <region id="model.region.west" />
    </indian-nation-type>
    <indian-nation-type id="model.nationType.sioux" extends="camp"
                        number-of-settlements="average" aggression="average">
      <skill id="model.unit.masterTobaccoPlanter" probability="20"/>
      <skill id="model.unit.expertFurTrapper" probability="10"/>
      <skill id="model.unit.seasonedScout" probability="10"/>
      <skill id="model.unit.expertFarmer" probability="3"/>
      <region id="model.region.northWest" />
    </indian-nation-type>
    <indian-nation-type id="model.nationType.tupi" extends="camp"
                        number-of-settlements="low" aggression="high">
      <skill id="model.unit.masterSugarPlanter" probability="20"/>
      <skill id="model.unit.seasonedScout" probability="10"/>
      <skill id="model.unit.masterCottonPlanter" probability="10"/>
      <skill id="model.unit.expertFurTrapper" probability="3"/>
      <skill id="model.unit.masterTobaccoPlanter" probability="3"/>
      <region id="model.region.southEast" />
    </indian-nation-type>
    <indian-nation-type id="model.nationType.arawak" extends="village"
                        number-of-settlements="low" aggression="low">
      <skill id="model.unit.masterSugarPlanter" probability="20"/>
      <skill id="model.unit.expertFisherman" probability="10"/>
      <skill id="model.unit.masterFurTrader" probability="3"/>
      <region id="model.region.east" />
    </indian-nation-type>
    <indian-nation-type id="model.nationType.cherokee" extends="village"
                        number-of-settlements="average" aggression="low">
      <skill id="model.unit.masterCottonPlanter" probability="20"/>
      <skill id="model.unit.expertFisherman" probability="10"/>
      <skill id="model.unit.expertOreMiner" probability="10"/>
      <skill id="model.unit.seasonedScout" probability="10"/>
      <skill id="model.unit.masterTobaccoPlanter" probability="3"/>
      <skill id="model.unit.expertFarmer" probability="3"/>
      <skill id="model.unit.masterFurTrader" probability="3"/>
      <region id="model.region.northEast" />
    </indian-nation-type>
    <indian-nation-type id="model.nationType.iroquois" extends="village"
                        number-of-settlements="average" aggression="average">
      <skill id="model.unit.expertFurTrapper" probability="20"/>
      <skill id="model.unit.expertFarmer" probability="10"/>
      <skill id="model.unit.seasonedScout" probability="10"/>
      <skill id="model.unit.masterCottonPlanter" probability="3"/>
      <skill id="model.unit.masterTobaccoPlanter" probability="3"/>
      <skill id="model.unit.expertFisherman" probability="3"/>
      <skill id="model.unit.expertOreMiner" probability="3"/>
      <skill id="model.unit.masterFurTrader" probability="3"/>
      <region id="model.region.north" />
    </indian-nation-type>
    <indian-nation-type id="city" abstract="true" extends="default"
                        number-of-settlements="high">
      <skill id="model.unit.expertSilverMiner" probability="20"/>
      <skill id="model.unit.expertFarmer" probability="10"/>
      <skill id="model.unit.expertFisherman" probability="10"/>
      <skill id="model.unit.masterWeaver" probability="3"/>
    </indian-nation-type>
    <indian-nation-type id="model.nationType.inca" extends="city"
                        aggression="low">
      <skill id="model.unit.expertOreMiner" probability="10"/>
      <region id="model.region.southWest" />
      <region id="model.region.south" />
      <settlement id="model.settlement.inca" capital="false"
                  claimable-radius="2" extra-claimable-radius="2"
                  minimum-size="8" maximum-size="12"
                  minimum-growth="3" maximum-growth="12"
                  trade-bonus="3" convert-threshold="100">
        <plunder id="plunder.inca" probability="100"
                 minimum="2" maximum="6" factor="2100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.inca.extra" probability="100"
                 minimum="2" maximum="6" factor="3100">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="3" maximum="6" factor="200" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="100"/>
      </settlement>
      <settlement id="model.settlement.inca.capital" capital="true"
                  claimable-radius="3" extra-claimable-radius="3"
                  minimum-size="10" maximum-size="12"
                  minimum-growth="4" maximum-growth="14"
                  trade-bonus="4" convert-threshold="100">
        <plunder id="plunder.inca.capital" probability="100"
                 minimum="2" maximum="6" factor="3000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.inca.capital.extra" probability="100"
                 minimum="3" maximum="8" factor="4000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="4" maximum="8" factor="300" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="200"/>
      </settlement>
    </indian-nation-type>
    <indian-nation-type id="model.nationType.aztec" extends="city"
                        aggression="high">
      <skill id="model.unit.masterSugarPlanter" probability="3"/>
      <skill id="model.unit.expertOreMiner" probability="3"/>
      <region id="model.region.center" />
      <region id="model.region.east" />
      <settlement id="model.settlement.aztec" capital="false"
                  claimable-radius="2" extra-claimable-radius="2"
                  minimum-size="8" maximum-size="12"
                  minimum-growth="3" maximum-growth="12"
                  trade-bonus="3" convert-threshold="100">
        <plunder id="plunder.aztec" probability="100"
                 minimum="5" maximum="9" factor="1000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.aztec.extra" probability="100"
                 minimum="11" maximum="15" factor="1000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="4" maximum="8" factor="200" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="100"/>
      </settlement>
      <settlement id="model.settlement.aztec.capital" capital="true"
                  claimable-radius="3" extra-claimable-radius="3"
                  minimum-size="10" maximum-size="12"
                  minimum-growth="4" maximum-growth="14"
                  trade-bonus="4" convert-threshold="100">
        <plunder id="plunder.aztec.capital" probability="100"
                 minimum="7" maximum="12" factor="1000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="false"/>
        </plunder>
        <plunder id="plunder.aztec.capital.extra" probability="100"
                 minimum="16" maximum="19" factor="1000">
          <scope ability-id="model.ability.plunderNatives"
                 ability-value="true"/>
        </plunder>
        <gifts probability="100" minimum="5" maximum="10" factor="300" />
        <modifier id="model.modifier.defence" index="50"
                  type="percentage" value="200"/>
      </settlement>
    </indian-nation-type>
  </indian-nation-types>

  <nations>
    <nation id="model.nation.unknownEnemy" color="0x000000"
            nation-type="model.nationType.default" selectable="false"/>

    <nation id="model.nation.dutch" color="0xff9d3c"
            nation-type="model.nationType.trade" selectable="true"
            preferred-latitude="-40" ref="model.nation.dutchREF"/>
    <nation id="model.nation.french" color="0x0000ff"
            nation-type="model.nationType.cooperation" selectable="true"
            preferred-latitude="-53" ref="model.nation.frenchREF"/>
    <nation id="model.nation.english" color="0xff0000"
            nation-type="model.nationType.immigration" selectable="true"
            preferred-latitude="-37" ref="model.nation.englishREF"/>
    <nation id="model.nation.spanish" color="0xffff00"
            nation-type="model.nationType.conquest" selectable="true"
            preferred-latitude="-19" ref="model.nation.spanishREF"/>
    <nation id="model.nation.inca" color="0xf4f0c4"
            nation-type="model.nationType.inca"/>
    <nation id="model.nation.aztec" color="0xc4a020"
            nation-type="model.nationType.aztec"/>
    <nation id="model.nation.arawak" color="0x6888c0"
            nation-type="model.nationType.arawak"/>
    <nation id="model.nation.cherokee" color="0x6c3c18"
            nation-type="model.nationType.cherokee"/>
    <nation id="model.nation.iroquois" color="0x74a44c"
            nation-type="model.nationType.iroquois"/>
    <nation id="model.nation.sioux" color="0xc0ac84"
            nation-type="model.nationType.sioux"/>
    <nation id="model.nation.apache" color="0x900000"
            nation-type="model.nationType.apache"/>
    <nation id="model.nation.tupi" color="0x045c04"
            nation-type="model.nationType.tupi"/>
    <nation id="model.nation.dutchREF" color="0xcc5500"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.frenchREF" color="0x6050dc"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.englishREF" color="0xde3163"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.spanishREF" color="0xffdf00"
            nation-type="model.nationType.ref"/>
  </nations>

  <options>
    <optionGroup id="difficultyLevels" recursive="false">
      <optionGroup id="model.difficulty.veryEasy" editable="false">
        <optionGroup id="model.difficulty.immigration" editable="false">
          <integerOption id="model.option.crossesIncrement"
                         value="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="20"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="true" />
          <unitListOption id="model.option.immigrants">
            <unitOption id="model.option.immigrants.1">
              <unitType value="model.unit.masterCarpenter"/>
              <role value="model.role.default" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.2">
              <unitType value="model.unit.expertFarmer"/>
              <role value="model.role.default" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.3">
              <unitType value="model.unit.seasonedScout"/>
              <role value="model.role.scout" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.4">
              <unitType value="model.unit.jesuitMissionary"/>
              <role value="model.role.missionary" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives" editable="false">
          <integerOption id="model.option.landPriceFactor"
                         value="40"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="50"/>
          <integerOption id="model.option.burnProbability"
                         value="2"/>
          <integerOption id="model.option.nativeDemands"
                         value="0"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="0"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-20"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-2"/>
          <stringOption id="model.option.buildOnNativeLand"
                        value="model.option.buildOnNativeLand.always" />
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="10" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch" editable="false">
          <integerOption id="model.option.monarchMeddling"
                         value="0"/>
          <integerOption id="model.option.taxAdjustment"
                         value="0"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="50"/>
          <integerOption id="model.option.maximumTax"
                         value="50"/>
          <integerOption id="model.option.monarchSupport"
                         value="4"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="50"/>
          <integerOption id="model.option.interventionBells"
                         value="2000" />
          <integerOption id="model.option.interventionTurns"
                         value="50" />
          <unitListOption id="model.option.refSize">
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry" />
              <number value="15" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry" />
              <number value="5" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="4" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="4" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="6"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="2500"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government" editable="false">
          <integerOption id="model.option.badGovernmentLimit"
                         value="8"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="12"/>
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other">
          <integerOption id="model.option.startingMoney"
                         value="1000"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="24"/>
          <integerOption id="model.option.arrearsFactor"
                         value="300"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2"/>
          <stringOption  id="model.option.tileProduction"
                         value="veryHigh" />
          <percentageOption id="model.option.badRumour"
                            value="11" />
          <percentageOption id="model.option.goodRumour"
                            value="75" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat" editable="false">
          <integerOption id="model.option.liftBoycottCheat"
                         value="1"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="1"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="1"/>
          <integerOption id="model.option.landUnitCheat"
                         value="1"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="0"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="1"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="1"/>
        </optionGroup>
      </optionGroup>

      <optionGroup id="model.difficulty.easy" editable="false">
        <optionGroup id="model.difficulty.immigration" editable="false">
          <integerOption id="model.option.crossesIncrement"
                         value="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="30"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="true" />
          <unitListOption  id="model.option.immigrants">
            <unitOption id="model.option.immigrants.1">
              <unitType value="model.unit.masterCarpenter"/>
              <role value="model.role.default" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.2">
              <unitType value="model.unit.expertFarmer"/>
              <role value="model.role.default" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives" editable="false">
          <integerOption id="model.option.landPriceFactor"
                         value="50"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="40"/>
          <integerOption id="model.option.burnProbability"
                         value="4"/>
          <integerOption id="model.option.nativeDemands"
                         value="1"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="1"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-25"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-3"/>
          <stringOption  id="model.option.buildOnNativeLand"
                         value="model.option.buildOnNativeLand.first" />
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="8" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch" editable="false">
          <integerOption id="model.option.monarchMeddling"
                         value="1"/>
          <integerOption id="model.option.taxAdjustment"
                         value="1"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="60"/>
          <integerOption id="model.option.maximumTax"
                         value="60"/>
          <integerOption id="model.option.monarchSupport"
                         value="3"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="55"/>
          <integerOption id="model.option.interventionBells"
                         value="3500" />
          <integerOption id="model.option.interventionTurns"
                         value="51" />
          <unitListOption id="model.option.refSize">
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry" />
              <number value="23" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry" />
              <number value="10" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="8" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="5" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="5"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="2000"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government" editable="false">
          <integerOption id="model.option.badGovernmentLimit"
                         value="7"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="11"/>
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other" editable="false">
          <integerOption id="model.option.startingMoney"
                         value="300"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="32"/>
          <integerOption id="model.option.arrearsFactor"
                         value="400"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2"/>
          <stringOption  id="model.option.tileProduction"
                         value="high" />
          <percentageOption id="model.option.badRumour"
                            value="17" />
          <percentageOption id="model.option.goodRumour"
                            value="62" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat" editable="false">
          <integerOption id="model.option.liftBoycottCheat"
                         value="5"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="5"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="5"/>
          <integerOption id="model.option.landUnitCheat"
                         value="5"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="2"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="5"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="5"/>
        </optionGroup>
      </optionGroup>

      <optionGroup id="model.difficulty.medium" editable="false">
        <optionGroup id="model.difficulty.immigration" editable="false">
          <integerOption id="model.option.crossesIncrement"
                         value="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="30"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="false" />
          <unitListOption  id="model.option.immigrants">
            <unitOption id="model.option.immigrants.1">
              <unitType value="model.unit.masterCarpenter"/>
              <role value="model.role.default" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives" editable="false">
          <integerOption id="model.option.landPriceFactor"
                         value="60"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="30"/>
          <integerOption id="model.option.burnProbability"
                         value="6"/>
          <integerOption id="model.option.nativeDemands"
                         value="2"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="2"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-30"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-4"/>
          <stringOption  id="model.option.buildOnNativeLand"
                         value="model.option.buildOnNativeLand.firstAndUncontacted" />
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="7" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch" editable="false">
          <integerOption id="model.option.monarchMeddling"
                         value="2"/>
          <integerOption id="model.option.taxAdjustment"
                         value="2"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="65"/>
          <integerOption id="model.option.maximumTax"
                         value="65"/>
          <integerOption id="model.option.monarchSupport"
                         value="2"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="60"/>
          <integerOption id="model.option.interventionBells"
                         value="5000" />
          <integerOption id="model.option.interventionTurns"
                         value="52" />
          <unitListOption id="model.option.refSize">
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry" />
              <number value="31" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry" />
              <number value="15" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="14" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="8" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="4"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="1500"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government" editable="false">
          <integerOption id="model.option.badGovernmentLimit"
                         value="6"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="10"/>
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other" editable="false">
          <integerOption id="model.option.startingMoney"
                         value="0"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="40"/>
          <integerOption id="model.option.arrearsFactor"
                         value="500"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2"/>
          <stringOption  id="model.option.tileProduction"
                         value="medium" />
          <percentageOption id="model.option.badRumour"
                            value="23"/>
          <percentageOption id="model.option.goodRumour"
                            value="48"/>
        </optionGroup>
        <optionGroup id="model.difficulty.cheat" editable="false">
          <integerOption id="model.option.liftBoycottCheat"
                         value="10"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="10"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="10"/>
          <integerOption id="model.option.landUnitCheat"
                         value="10"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="4"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="10"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="10"/>
        </optionGroup>
      </optionGroup>

      <optionGroup id="model.difficulty.hard" editable="false">
        <optionGroup id="model.difficulty.immigration" editable="false">
          <integerOption id="model.option.crossesIncrement"
                         value="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="30"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="false" />
          <unitListOption id="model.option.immigrants"/>
        </optionGroup>
        <optionGroup id="model.difficulty.natives" editable="false">
          <integerOption id="model.option.landPriceFactor"
                         value="70"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="20"/>
          <integerOption id="model.option.burnProbability"
                         value="8"/>
          <integerOption id="model.option.nativeDemands"
                         value="3"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="3"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-35"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-5"/>
          <stringOption  id="model.option.buildOnNativeLand"
                         value="model.option.buildOnNativeLand.never" />
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="6" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch" editable="false">
          <integerOption id="model.option.monarchMeddling"
                         value="3"/>
          <integerOption id="model.option.taxAdjustment"
                         value="3"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="70"/>
          <integerOption id="model.option.maximumTax"
                         value="70"/>
          <integerOption id="model.option.monarchSupport"
                         value="1"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="65"/>
          <integerOption id="model.option.interventionBells"
                         value="6500" />
          <integerOption id="model.option.interventionTurns"
                         value="53" />
          <unitListOption id="model.option.refSize">
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry" />
              <number value="39" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry" />
              <number value="20" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="20" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="11" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="1" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="3"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="1000"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government" editable="false">
          <integerOption id="model.option.badGovernmentLimit"
                         value="5"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="9"/>
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other" editable="false">
          <integerOption id="model.option.startingMoney"
                         value="0"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="48"/>
          <integerOption id="model.option.arrearsFactor"
                         value="600"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2"/>
          <stringOption  id="model.option.tileProduction"
                         value="low" />
          <percentageOption id="model.option.badRumour"
                            value="30"/>
          <percentageOption id="model.option.goodRumour"
                            value="33"/>
        </optionGroup>
        <optionGroup id="model.difficulty.cheat" editable="false">
          <integerOption id="model.option.liftBoycottCheat"
                         value="15"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="15"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="15"/>
          <integerOption id="model.option.landUnitCheat"
                         value="15"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="7"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="15"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="15"/>
        </optionGroup>
      </optionGroup>

      <optionGroup id="model.difficulty.veryHard" editable="false">
        <optionGroup id="model.difficulty.immigration" editable="false">
          <integerOption id="model.option.crossesIncrement"
                         value="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="30"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="false" />
          <unitListOption id="model.option.immigrants"/>
        </optionGroup>
        <optionGroup id="model.difficulty.natives" editable="false">
          <integerOption id="model.option.landPriceFactor"
                         value="80"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="10"/>
          <integerOption id="model.option.burnProbability"
                         value="10"/>
          <integerOption id="model.option.nativeDemands"
                         value="4"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="4"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-40"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-6"/>
          <stringOption  id="model.option.buildOnNativeLand"
                         value="model.option.buildOnNativeLand.never" />
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="5" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch" editable="false">
          <integerOption id="model.option.monarchMeddling"
                         value="4"/>
          <integerOption id="model.option.taxAdjustment"
                         value="4"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="75"/>
          <integerOption id="model.option.maximumTax"
                         value="75"/>
          <integerOption id="model.option.monarchSupport"
                         value="0"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="70"/>
          <integerOption id="model.option.interventionBells"
                         value="8000" />
          <integerOption id="model.option.interventionTurns"
                         value="54" />
          <unitListOption id="model.option.refSize">
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry" />
              <number value="47" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry" />
              <number value="25" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="26" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="14" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="1" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="2"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="500"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government" editable="false">
          <integerOption id="model.option.badGovernmentLimit"
                         value="4"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="8"/>
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other" editable="false">
          <integerOption id="model.option.startingMoney"
                         value="0"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="56"/>
          <integerOption id="model.option.arrearsFactor"
                         value="700"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2"/>
          <stringOption  id="model.option.tileProduction"
                         value="veryLow" />
          <percentageOption id="model.option.badRumour"
                            value="37"/>
          <percentageOption id="model.option.goodRumour"
                            value="17"/>
        </optionGroup>
        <optionGroup id="model.difficulty.cheat" editable="false">
          <integerOption id="model.option.liftBoycottCheat"
                         value="20"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="20"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="20"/>
          <integerOption id="model.option.landUnitCheat"
                         value="20"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="10"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="20"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="20"/>
        </optionGroup>
      </optionGroup>

      <optionGroup id="model.difficulty.custom">
        <optionGroup id="model.difficulty.immigration">
          <integerOption id="model.option.crossesIncrement"
                         defaultValue="2"/>
          <integerOption id="model.option.recruitPriceIncrease"
                         value="30" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.lowerCapIncrease"
                         value="0" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.priceIncrease.artillery"
                         value="100" minimumValue="0" maximumValue="1000"/>
          <booleanOption id="model.option.priceIncreasePerType"
                         value="true"/>
          <booleanOption id="model.option.expertStartingUnits"
                         value="false" />
          <unitListOption id="model.option.immigrants" maximumNumber="999">
            <template>
              <unitOption id="model.option.immigrants.template"
                          nationType="model.nationType.optionOnly">
                <unitType value="model.unit.freeColonist" generate="immigrants" />
                <role value="model.role.default">
                  <choice value="model.role.default"/>
                  <choice value="model.role.dragoon"/>
                  <choice value="model.role.missionary"/>
                  <choice value="model.role.pioneer"/>
                  <choice value="model.role.scout"/>
                  <choice value="model.role.soldier"/>
                </role>
                <number value="1" minimumValue="1" maximumValue="999" />
              </unitOption>
            </template>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <integerOption id="model.option.landPriceFactor"
                         value="80" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.nativeConvertProbability"
                         value="10" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.burnProbability"
                         value="10" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.nativeDemands"
                         value="4" minimumValue="0" maximumValue="5"/>
          <integerOption id="model.option.rumourDifficulty"
                         value="4" minimumValue="0" maximumValue="4"/>
          <integerOption id="model.option.shipTradePenalty"
                         value="-40" minimumValue="-100" maximumValue="0"/>
          <integerOption id="model.option.destroySettlementScore"
                         value="-6" minimumValue="-10" maximumValue="0"/>
          <!-- Whether a player can build a colony on native land without
               having to buy/steal the land first. -->
          <stringOption  id="model.option.buildOnNativeLand"
                         value="model.option.buildOnNativeLand.never">
            <choice value="model.option.buildOnNativeLand.always" />
            <choice value="model.option.buildOnNativeLand.first" />
            <choice value="model.option.buildOnNativeLand.firstAndUncontacted" />
            <choice value="model.option.buildOnNativeLand.never" />
          </stringOption>
          <rangeOption id="model.option.settlementNumber"
                       defaultValue="5" localizedLabels="true">
            <rangeValue label="verySmall" value="10"/>
            <rangeValue label="small" value="8"/>
            <rangeValue label="medium" value="7"/>
            <rangeValue label="large" value="6"/>
            <rangeValue label="veryLarge" value="5"/>
          </rangeOption>
        </optionGroup>
        <optionGroup id="model.difficulty.monarch">
          <integerOption id="model.option.monarchMeddling"
                         value="4" minimumValue="0" maximumValue="10"/>
          <integerOption id="model.option.taxAdjustment"
                         value="4" minimumValue="0" maximumValue="5"/>
          <integerOption id="model.option.mercenaryPrice"
                         value="75" minimumValue="10" maximumValue="100"/>
          <integerOption id="model.option.maximumTax"
                         value="75" minimumValue="50" maximumValue="100"/>
          <integerOption id="model.option.monarchSupport"
                         value="0" minimumValue="0" maximumValue="4"/>
          <integerOption id="model.option.treasureTransportFee"
                         value="70" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.interventionBells"
                         value="8000" minimumValue="0" maximumValue="100000" />
          <integerOption id="model.option.interventionTurns"
                         value="54" minimumValue="20" maximumValue="100" />
          <unitListOption id="model.option.refSize">
            <template>
              <unitOption id="model.option.refSize.template"
                          nationType="model.nationType.ref">
                <unitType value="model.unit.kingsRegular">
                  <choice value="model.unit.kingsRegular"/>
                  <choice value="model.unit.artillery"/>
                  <choice value="model.unit.manOWar"/>
                </unitType>
                <role value="model.role.infantry">
                  <choice value="model.role.default" />
                  <choice value="model.role.infantry" />
                  <choice value="model.role.cavalry" />
                </role>
                <number value="1" minimumValue="1" maximumValue="999" />
              </unitOption>
            </template>
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.infantry"/>
              <number value="60" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="model.role.cavalry"/>
              <number value="30" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="30" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="20" minimumValue="0" maximumValue="999" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <template>
              <unitOption id="model.option.interventionForce.template"
                          nationType="model.nationType.default">
                <unitType value="model.unit.colonialRegular">
                  <choice value="model.unit.colonialRegular"/>
                  <choice value="model.unit.artillery"/>
                  <choice value="model.unit.manOWar"/>
                </unitType>
                <role value="model.role.soldier">
                  <choice value="model.role.default" />
                  <choice value="model.role.soldier" />
                  <choice value="model.role.dragoon" />
                </role>
                <number value="1" minimumValue="1" maximumValue="999" />
              </unitOption>
            </template>
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.soldier" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="model.role.dragoon" />
              <number value="1" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <template>
              <unitOption id="model.option.mercenary.template"
                          nationType="model.nationType.default">
                <unitType value="model.unit.veteranSoldier">
                  <choice value="model.unit.veteranSoldier"/>
                  <choice value="model.unit.artillery"/>
                  <choice value="model.unit.manOWar"/>
                </unitType>
                <role value="model.role.soldier">
                  <choice value="model.role.default" />
                  <choice value="model.role.soldier" />
                  <choice value="model.role.dragoon" />
                </role>
                <number value="1" minimumValue="1" maximumValue="999" />
              </unitOption>
            </template>
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.soldier" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="model.role.dragoon" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="model.role.default" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="model.role.default" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.warSupportForce">
            <template>
              <unitOption id="model.option.warSupportForce.template"
                          nationType="model.nationType.default">
                <unitType value="model.unit.veteranSoldier">
                  <choice value="model.unit.veteranSoldier"/>
                  <choice value="model.unit.artillery"/>
                </unitType>
                <role value="model.role.soldier">
                  <choice value="model.role.default" />
                  <choice value="model.role.soldier" />
                  <choice value="model.role.dragoon" />
                </role>
                <number value="1" minimumValue="1" maximumValue="999" />
              </unitOption>
            </template>
            <unitOption id="model.option.warSupportForce.veteranSoldier">
              <unitType value="model.unit.veteranSoldier"/>
              <role value="model.role.soldier"/>
              <number value="2"/>
            </unitOption>
          </unitListOption>
          <integerOption id="model.option.warSupportGold"
                         value="500"/>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <integerOption id="model.option.badGovernmentLimit"
                         value="4" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.veryBadGovernmentLimit"
                         value="8" minimumValue="0" maximumValue="100"/>
          <!-- these limits are intentionally higher than 100 %, so
               they can be effectively disabled -->
          <integerOption id="model.option.goodGovernmentLimit"
                         value="50" minimumValue="0" maximumValue="150"/>
          <integerOption id="model.option.veryGoodGovernmentLimit"
                         value="100" minimumValue="0" maximumValue="150"/>
        </optionGroup>
        <optionGroup id="model.difficulty.other">
          <integerOption id="model.option.startingMoney"
                         value="0" minimumValue="0" maximumValue="100000"/>
          <integerOption id="model.option.foundingFatherFactor"
                         value="56" minimumValue="0" maximumValue="100"/>
          <integerOption id="model.option.arrearsFactor"
                         value="700" minimumValue="100" maximumValue="1000"/>
          <integerOption id="model.option.unitsThatUseNoBells"
                         value="2" minimumValue="0" maximumValue="20"/>
          <stringOption id="model.option.tileProduction"
                        value="veryLow">
            <choice value="model.option.tileProduction.veryLow.name" />
            <choice value="model.option.tileProduction.low.name" />
            <choice value="model.option.tileProduction.medium.name" />
            <choice value="model.option.tileProduction.high.name" />
            <choice value="model.option.tileProduction.veryHigh.name" />
          </stringOption>
          <percentageOption id="model.option.badRumour"
                            value="37"/>
          <percentageOption id="model.option.goodRumour"
                            value="17"/>
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat"
                         value="20"/>
          <integerOption id="model.option.equipScoutCheat"
                         value="20"/>
          <integerOption id="model.option.equipPioneerCheat"
                         value="20"/>
          <integerOption id="model.option.landUnitCheat"
                         value="20"/>
          <integerOption id="model.option.offensiveLandUnitCheat"
                         value="10"/>
          <integerOption id="model.option.offensiveNavalUnitCheat"
                         value="20"/>
          <integerOption id="model.option.transportNavalUnitCheat"
                         value="20"/>
        </optionGroup>
      </optionGroup>
    </optionGroup>

    <optionGroup id="gameOptions">
      <optionGroup id="gameOptions.map">
        <!-- The number of turns it takes to sail between Europe and
             the New World -->
        <integerOption id="model.option.turnsToSail"
                       defaultValue="3" minimumValue="1" maximumValue="10"/>
        <!-- Relax settlement limits -->
        <integerOption id="model.option.settlementLimitModifier"
                       defaultValue="0"/>
        <!-- Enables/disables fog of war -->
        <booleanOption id="model.option.fogOfWar"
                       defaultValue="true"/>
        <!-- Whether to award exploration points or not -->
        <booleanOption id="model.option.explorationPoints"
                       defaultValue="false"/>
        <!-- Whether amphibious moves are allowed. -->
        <booleanOption id="model.option.amphibiousMoves"
                       defaultValue="false"/>
        <!-- Allow trading with empty units. -->
        <booleanOption id="model.option.emptyTraders"
                       defaultValue="false"/>
        <!-- Whether all interactions with a native settlement contact the
             chief and thus consume the scouting bonus -->
        <booleanOption id="model.option.settlementActionsContactChief"
                       defaultValue="false"/>
        <!-- Missionaries grant visibility and enhance trade and training -->
        <booleanOption id="model.option.enhancedMissionaries"
                       defaultValue="false"/>
        <!-- The strength of the influence of a Mission to the alarm
             level of the natives in a settlement -->
        <integerOption id="model.option.missionInfluence"
                       defaultValue="-10" minimumValue="-1000" maximumValue="0"/>
        <!-- Per turn probability that a peaceful native settlement
             with a surplus will decide to offer some of it as a gift. -->
        <percentageOption id="model.option.giftProbability"
                          defaultValue="5"/>
        <!-- Per turn probability that an angry native settlement will
             decide to demand tribute from an annoying European
             settlement. -->
        <percentageOption id="model.option.demandProbability"
                          defaultValue="10" />
        <!-- Percentage impact on Native Alarm trades will have -->
        <percentageOption id="model.option.alarmBonusBuy"
                          defaultValue="20"/>
        <percentageOption id="model.option.alarmBonusSell"
                          defaultValue="20"/>
        <percentageOption id="model.option.alarmBonusGift"
                          defaultValue="40"/>
        <!-- Maximum number of goods a native settlement will offer
             for sale. -->
        <integerOption id="model.option.settlementNumberOfGoodsToSell"
                       defaultValue="3" minimumValue="1" maximumValue="99"/>
        <!-- Founding father recruitment continues after declaring
             independence -->
        <booleanOption id="model.option.continueFoundingFatherRecruitment"
                       defaultValue="false"/>
        <!-- Does the REF "teleport" to its first target or does it
             sail in? -->
        <booleanOption id="model.option.teleportREF"
                       defaultValue="true"/>
        <!-- Types of starting positions -->
        <selectOption id="model.option.startingPositions"
                      defaultValue="0" localizedLabels="true">
          <selectValue label="model.option.startingPositions.classic"
                       value="0"/>
          <selectValue label="model.option.startingPositions.random"
                       value="1"/>
          <selectValue label="model.option.startingPositions.historical"
                       value="2"/>
        </selectOption>
        <!-- Initial immigration target. -->
        <integerOption id="model.option.initialImmigration"
                       defaultValue="15" minimumValue="0" maximumValue="99"/>
        <!-- Per turn probability that an angry AI will continue to
             honour a recent peace treaty -->
        <percentageOption id="model.option.peaceProbability"
                          defaultValue="90"/>
        <!-- Per turn immigration penalty for units in Europe. -->
        <integerOption id="model.option.europeanUnitImmigrationPenalty"
                       defaultValue="-4" minimumValue="-100" maximumValue="0"/>
        <!-- Per turn player immigration bonus. -->
        <integerOption id="model.option.playerImmigrationBonus"
                       defaultValue="2" minimumValue="0" />
        <!-- New recruits in Europe are equipped. -->
        <booleanOption id="model.option.equipEuropeanRecruits"
                       defaultValue="true"/>
        <!-- Trade cargoes are sorted for maximum transfer, import
             amounts are respected. -->
        <booleanOption id="model.option.enhancedTradeRoutes"
                       defaultValue="false"/>
      </optionGroup>
      <optionGroup id="gameOptions.colony">
        <!-- Is colony bell accumulation capped when 100% rebels achieved? -->
        <booleanOption id="model.option.bellAccumulationCapped"
                       defaultValue="true"/>
        <!-- Capture units under repair when a colony is captured? -->
        <booleanOption id="model.option.captureUnitsUnderRepair"
                       defaultValue="false"/>
        <!-- Does the Customs House sell boycotted goods? -->
        <booleanOption id="model.option.customIgnoreBoycott"
                       defaultValue="true"/>
        <!-- Customs houses can only be constructed in coastal colonies? -->
        <booleanOption id="model.option.customsOnCoast"
                       defaultValue="false"/>
        <!-- Disembark all units on arriving in a colony. -->
        <booleanOption id="model.option.disembarkInColony"
                       defaultValue="true"/>
        <!-- Whether experts have connections, producing without raw
             materials in factories -->
        <booleanOption id="model.option.expertsHaveConnections"
                       defaultValue="true"/>
        <!-- Can colonies be founded during the war of independence? -->
        <booleanOption id="model.option.foundColonyDuringRebellion"
                       defaultValue="false"/>
        <!-- Can colony buildings be completed quickly by paying for the
             missing goods? -->
        <booleanOption id="model.option.payForBuilding"
                       defaultValue="true"/>
        <!-- Overflow hammer and cross production is preserved? -->
        <booleanOption id="model.option.saveProductionOverflow"
                       defaultValue="true"/>
        <!-- Clear the hammers count if production is changed. -->
        <booleanOption id="model.option.clearHammersOnConstructionSwitch"
                       defaultValue="false" />
        <!-- Whether to educate the least skilled unit first -->
        <booleanOption id="model.option.allowStudentSelection"
                       defaultValue="false"/>
        <!-- Claim all available tiles on colony foundation. -->
        <booleanOption id="model.option.claimAllTiles"
                       defaultValue="true" />
        <!-- Enable upkeep requirement on buildings. -->
        <booleanOption id="model.option.enableUpkeep"
                       defaultValue="false"/>
        <!-- Toggle special production rules for secondary goods. -->
        <booleanOption id="model.option.onlyNaturalImprovements"
                       defaultValue="true" />
        <!-- Enable natural disasters striking colonies. -->
        <percentageOption id="model.option.naturalDisasters"
                          defaultValue="0"/>
      </optionGroup>
      <optionGroup id="gameOptions.victoryConditions">
        <!-- Victory condition: Should the player who first defeats
             the Royal Expeditionary Force win the game? -->
        <booleanOption id="model.option.victoryDefeatREF"
                       defaultValue="true"/>
        <!-- Victory condition: Should a player who first defeats all
             other european players win the game? -->
        <booleanOption id="model.option.victoryDefeatEuropeans"
                       defaultValue="true"/>
        <!-- Victory condition: Should a player who first defeats all
             other human players win the game? -->
        <booleanOption id="model.option.victoryDefeatHumans"
                       defaultValue="false"/>
      </optionGroup>
      <optionGroup id="gameOptions.years">
        <!-- The very first year of the game. -->
        <integerOption id="model.option.startingYear"
                       value="1492" minimumValue="1492" maximumValue="1900" />
        <!-- The first year in which there are two turns. -->
        <integerOption id="model.option.seasonYear"
                       value="1600" minimumValue="1492" maximumValue="1900" />
        <!-- The year in which owning a colony becomes mandatory. -->
        <integerOption id="model.option.mandatoryColonyYear"
                       value="1600" minimumValue="1492" maximumValue="1900" />
        <!-- The very last year of the game. -->
        <integerOption id="model.option.lastYear"
                       value="1850" minimumValue="1492" maximumValue="1900" />
        <!-- The last year of the game for a colonial player. -->
        <integerOption id="model.option.lastColonialYear"
                       value="1800" minimumValue="1492" maximumValue="1900" />
        <!-- Col1 gives a bonus for declaring independence before 1780.
             1780 implies turn is (1600 - 1492) + 2 * (1780 - 1600) = 468. -->
        <integerOption id="model.option.independenceTurn"
                       value="468" minimumValue="308" />
        <!-- Years at which the founding father weights change. -->
        <textOption id="model.option.ages" defaultValue="1600,1700" />
        <!-- The number of seasons in the year. -->
        <integerOption id="model.option.seasons"
                       value="2" minimumValue="2" maximumValue="366" />
      </optionGroup>
    </optionGroup>

    <optionGroup id="mapGeneratorOptions">
      <optionGroup id="mapGeneratorOptions.import" >
        <!-- Option for setting a file to be imported (map etc). -->
        <fileOption id="model.option.importFile" type="map"/>
        <!-- Option for using the terrain imported from a file. -->
        <booleanOption id="model.option.importTerrain"
                       defaultValue="true"/>
        <!-- Option for using the bonuses imported from a file. -->
        <booleanOption id="model.option.importBonuses"
                       defaultValue="false"/>
        <!-- Option for using the lost city rumours imported from a file. -->
        <booleanOption id="model.option.importRumours"
                       defaultValue="false"/>
        <!-- Option for using the settlements imported from a file. -->
        <booleanOption id="model.option.importSettlements"
                       defaultValue="false"/>
      </optionGroup>
      <optionGroup id="mapGeneratorOptions.landGenerator" >
        <!-- Options for setting the size of the map -->
        <integerOption id="model.option.mapWidth"
                       value="40" minimumValue="30" maximumValue="200"/>
        <integerOption id="model.option.mapHeight"
                       value="100" minimumValue="20" maximumValue="200"/>
        <!-- Option for setting the land mass of the map -->
        <integerOption id="model.option.landMass"
                       value="25" minimumValue="15" maximumValue="50"/>
        <!-- Option for setting the type of land generator to be used -->
        <selectOption id="model.option.landGeneratorType"
                      defaultValue="0" localizedLabels="true">
          <selectValue label="model.option.landGeneratorType.classic"
                       value="0"/>
          <selectValue label="model.option.landGeneratorType.continent"
                       value="1"/>
          <selectValue label="model.option.landGeneratorType.archipelago"
                       value="2"/>
          <selectValue label="model.option.landGeneratorType.islands"
                       value="3"/>
        </selectOption>
        <!-- Preferred distance to the edge of the map -->
        <integerOption id="model.option.preferredDistanceToEdge"
                       defaultValue="5" minimumValue="1" maximumValue="10"/>
        <!-- Maximum distance to the edge of the map -->
        <integerOption id="model.option.maximumDistanceToEdge"
                       defaultValue="10" minimumValue="5" maximumValue="20"/>
        <!-- Preferred distance from land to high seas -->
        <integerOption id="model.option.distanceToHighSea"
                       defaultValue="4" minimumValue="3" maximumValue="10"/>
      </optionGroup>
      <optionGroup id="mapGeneratorOptions.terrainGenerator" >
        <!-- Minimum latitude -->
        <integerOption id="model.option.minimumLatitude"
                       defaultValue="-90" minimumValue="-90" maximumValue="90"/>
        <!-- Maximum latitude -->
        <integerOption id="model.option.maximumLatitude"
                       defaultValue="90" minimumValue="-90" maximumValue="90"/>
        <!-- Option for setting the number of rivers on the map
             The value indicates the number of land tile per river tile -->
        <rangeOption id="model.option.riverNumber"
                     defaultValue="10" localizedLabels="true">
          <rangeValue label="verySmall" value="20"/>
          <rangeValue label="small" value="10"/>
          <rangeValue label="medium" value="9"/>
          <rangeValue label="large" value="8"/>
          <rangeValue label="veryLarge" value="7"/>
        </rangeOption>
        <!-- Option for setting the number of mountains on the map
             The value indicates the number of land tile per mountain tile -->
        <rangeOption id="model.option.mountainNumber"
                     defaultValue="10" localizedLabels="true">
          <rangeValue label="verySmall" value="20"/>
          <rangeValue label="small" value="10"/>
          <rangeValue label="medium" value="9"/>
          <rangeValue label="large" value="8"/>
          <rangeValue label="veryLarge" value="7"/>
        </rangeOption>
        <!-- Option for setting the number of rumours on the map The
             value indicates the number of land tile per rumour tile -->
        <rangeOption id="model.option.rumourNumber"
                     defaultValue="35" localizedLabels="true">
          <rangeValue label="verySmall" value="50"/>
          <rangeValue label="small" value="35"/>
          <rangeValue label="medium" value="30"/>
          <rangeValue label="large" value="25"/>
          <rangeValue label="veryLarge" value="20"/>
        </rangeOption>
        <!-- Option for setting the percentage of forests on the map -->
        <rangeOption id="model.option.forestNumber"
                     defaultValue="50" localizedLabels="true">
          <rangeValue label="verySmall" value="10"/>
          <rangeValue label="small" value="30"/>
          <rangeValue label="medium" value="50"/>
          <rangeValue label="large" value="70"/>
          <rangeValue label="veryLarge" value="90"/>
        </rangeOption>
        <!-- Option for setting the percentage of bonus tiles on the map -->
        <rangeOption id="model.option.bonusNumber"
                     defaultValue="10" localizedLabels="true">
          <rangeValue label="verySmall" value="5"/>
          <rangeValue label="small" value="10"/>
          <rangeValue label="medium" value="13"/>
          <rangeValue label="large" value="17"/>
          <rangeValue label="veryLarge" value="20"/>
        </rangeOption>
        <!-- Option for setting the humidity of the map -->
        <rangeOption id="model.option.humidity"
                     defaultValue="40" localizedLabels="true">
          <rangeValue label="veryDry" value="25"/>
          <rangeValue label="dry" value="35"/>
          <rangeValue label="normal" value="40"/>
          <rangeValue label="wet" value="55"/>
          <rangeValue label="veryWet" value="60"/>
        </rangeOption>
        <!-- Option for setting the temperature of the map -->
        <rangeOption id="model.option.temperature"
                     defaultValue="2" localizedLabels="true">
          <rangeValue label="cold" value="0"/>
          <rangeValue label="chilly" value="1"/>
          <rangeValue label="temperate" value="2"/>
          <rangeValue label="warm" value="3"/>
          <rangeValue label="hot" value="4"/>
        </rangeOption>
      </optionGroup>
    </optionGroup>
  </options>
</freecol-specification>
