<?xml version="1.0" encoding="UTF-8"?>
<!-- $Revision: 10437 $ -->
<!--
    *  Copyright (C) 2002-2012  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/>.
    *
  -->
<!-- specification version 0.70 -->
<!-- in case of incompatible changes, please update version number and
     XSD schema for validation. -->
<freecol-specification id="classic">

  <!-- 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"
              source="model.source.movementPenalty"
              value="-33" type="percentage" />
    <modifier id="model.modifier.bigMovementPenalty"
              source="model.source.movementPenalty"
              value="-66" type="percentage" />
    <modifier id="model.modifier.artilleryInTheOpen"
              source="model.source.artilleryInTheOpen"
              value="-75" type="percentage" />
    <modifier id="model.modifier.attackBonus"
              source="model.source.attackBonus"
              value="50" type="percentage" />
    <modifier id="model.modifier.fortified"
              source="model.source.fortified"
              value="50" type="percentage" />
    <modifier id="model.modifier.artilleryAgainstRaid"
              source="model.source.artilleryAgainstRaid"
              value="100" type="percentage" />
    <modifier id="model.modifier.amphibiousAttack"
              source="model.source.amphibiousAttack"
              value="-75" 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"
              source="model.source.colonyGoodsParty"
              value="50" type="percentage" duration="25"
              increment="-2" incrementType="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" scoreValue="100">
      <limit id="model.limit.independence.rebels" operator="GE">
        <leftHandSide scopeLevel="PLAYER" method-name="getSoL" />
        <rightHandSide value="50" />
      </limit>
      <limit id="model.limit.independence.coastalColonies" operator="GT">
        <leftHandSide operandType="SETTLEMENTS" scopeLevel="PLAYER"
                      method-name="isConnectedPort" method-value="true" />
        <rightHandSide value="0" />
      </limit>
      <limit id="model.limit.independence.year" operator="LE">
        <leftHandSide operandType="YEAR" scopeLevel="GAME"/>
        <rightHandSide operandType="OPTION" scopeLevel="GAME"
                       type="model.option.lastColonialYear"/>
      </limit>
      <ability id="model.ability.independenceDeclared" />
    </event>
    <event id="model.event.spanishSuccession">
      <limit id="model.limit.spanishSuccession.year" operator="GE">
        <leftHandSide scopeLevel="GAME" operandType="YEAR"/>
        <rightHandSide value="1600"/>
      </limit>
      <limit id="model.limit.spanishSuccession.weakestPlayer" operator="LT">
        <leftHandSide scopeLevel="PLAYER" method-name="getSoL" />
        <rightHandSide value="50" />
      </limit>
      <limit id="model.limit.spanishSuccession.strongestPlayer" operator="GT">
        <leftHandSide scopeLevel="PLAYER" method-name="getSoL" />
        <rightHandSide value="50" />
      </limit>
    </event>
  </events>

  <goods-types>
    <goods-type id="model.goods.food" is-farmed="true" ignore-limit="true" is-food="true">
      <market initial-amount="10000" initial-price="1"  price-difference="7"/>
    </goods-type>
    <goods-type id="model.goods.grain" is-farmed="true" storable="false"
                stored-as="model.goods.food" is-food="true" />
    <goods-type id="model.goods.fish" is-farmed="true" storable="false"
                stored-as="model.goods.food" is-food="true" />
    <!--
    <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">
      <market initial-amount="1500"  initial-price="2"  price-difference="4"/>
    </goods-type>
    <goods-type id="model.goods.tobacco" is-farmed="true" new-world-goods="true">
      <market initial-amount="1500"  initial-price="2"  price-difference="4"/>
    </goods-type>
    <goods-type id="model.goods.cotton" is-farmed="true" new-world-goods="true">
      <market initial-amount="1500"  initial-price="2"  price-difference="4"/>
    </goods-type>
    <goods-type id="model.goods.furs" is-farmed="true" new-world-goods="true">
      <market initial-amount="1500"  initial-price="2"  price-difference="4"/>
    </goods-type>
    <goods-type id="model.goods.lumber" is-farmed="true">
      <market initial-amount="3000"  initial-price="1"  price-difference="5"/>
    </goods-type>
    <goods-type id="model.goods.ore" is-farmed="true">
      <market initial-amount="2000"  initial-price="4"  price-difference="3"/>
    </goods-type>
    <goods-type id="model.goods.silver" is-farmed="true">
      <market initial-amount="500"   initial-price="16" price-difference="2"/>
    </goods-type>
    <goods-type id="model.goods.horses" is-farmed="false"
                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" 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" type="additive" value="2"/>
      <modifier id="model.goods.grain" type="additive" value="2">
        <scope type="model.unit.expertFarmer" matchesNull="false"/>
      </modifier>
      <modifier id="model.goods.furs" type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.minerals" minimum-value="40" maximum-value="400">
      <modifier id="model.goods.ore" type="additive" value="3"/>
      <!-- Col1 had silver here, even if not mentioned in the Colonizopedia -->
      <modifier id="model.goods.silver" type="additive" value="1"/>
    </resource-type>
    <resource-type id="model.resource.ore" minimum-value="200" maximum-value="4000">
      <modifier id="model.goods.ore" type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.silver" minimum-value="80" maximum-value="800">
      <modifier id="model.goods.silver" type="additive" value="2"/>
    </resource-type>
    <resource-type id="model.resource.lumber">
      <modifier id="model.goods.lumber" type="additive" value="4"/>
    </resource-type>
    <resource-type id="model.resource.furs">
      <modifier id="model.goods.furs" type="additive" value="3"/>
    </resource-type>
    <resource-type id="model.resource.tobacco">
      <modifier id="model.goods.tobacco" type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.sugar">
      <modifier id="model.goods.sugar" type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.cotton">
      <modifier id="model.goods.cotton" type="multiplicative" value="2"/>
    </resource-type>
    <resource-type id="model.resource.oasis">
      <modifier id="model.goods.grain" type="additive" value="2"/>
      <modifier id="model.goods.grain" type="additive" value="2">
        <scope type="model.unit.expertFarmer" matchesNull="false"/>
      </modifier>
    </resource-type>
    <resource-type id="model.resource.grain">
      <modifier id="model.goods.grain" type="additive" value="2"/>
      <modifier id="model.goods.grain" type="additive" value="2">
        <scope type="model.unit.expertFarmer" matchesNull="false"/>
      </modifier>
    </resource-type>
    <resource-type id="model.resource.fish">
      <modifier id="model.goods.fish" type="additive" value="3"/>
      <modifier id="model.goods.fish" type="additive" value="3">
        <scope type="model.unit.expertFisherman" matchesNull="false"/>
      </modifier>
    </resource-type>
  </resource-types>

  <!-- Structure for tile-types
       Notes:
       Parent options: ref, name, basic-move-cost, basic-work-turns
       Children: gen, modifier, production, resource
       gen child options: humidityMin, humidityMax, temperatureMin, temperatureMax, altitudeMin, altitudeMax, latitudeMin, latitudeMax
       - humidity is a percentage of water vapor saturation (0 is absolute dryness, 100 is total saturation)
       - temperature in degrees Celsius (from -20 to +40; 0 being the water freezing point)
       - altitude (values of -3 to 3)
       - land (values 1 to 3)
       - water (values -3 to -1)
       - less negative numbers have a higher chance of appearing near shore
       - more negative numbers have a higher chance of appearing further from shore
       - undefined (default = "0,0")
       - may appear anywhere based on land/water
       production if any must have the following structure:
       <production goods-type="model.goods.goodname" value="X"/>
       resource if any must have the following structure:
       <resource type="model.resource.resourcename" probability="X"/>
       - 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 humidityMin="0" humidityMax="60" temperatureMin="0" temperatureMax="15" altitudeMin="1" altitudeMax="2"/>
      <primary-production goods-type="model.goods.grain" value="5"/>
      <secondary-production goods-type="model.goods.cotton" value="2"/>
      <production goods-type="model.goods.grain"       value="5"/>
      <production goods-type="model.goods.cotton"     value="2"/>
      <production goods-type="model.goods.ore"        value="1"/>
      <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 humidityMin="25" humidityMax="70" temperatureMin="10" temperatureMax="25" altitudeMin="1" altitudeMax="1"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.tobacco" value="3"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.tobacco"    value="3"/>
      <resource   type="model.resource.tobacco"       probability="100"/>
    </tile-type>
    <tile-type id="model.tile.prairie" basic-move-cost="3" basic-work-turns="3">
      <gen humidityMin="20" humidityMax="50" temperatureMin="15" temperatureMax="30" altitudeMin="1" altitudeMax="1"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.cotton" value="3"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.cotton"     value="3"/>
      <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 humidityMin="25" humidityMax="70" temperatureMin="30" temperatureMax="40" altitudeMin="1" altitudeMax="1"/>
      <primary-production goods-type="model.goods.grain" value="4"/>
      <secondary-production goods-type="model.goods.sugar" value="3"/>
      <production goods-type="model.goods.grain"       value="4"/>
      <production goods-type="model.goods.sugar"      value="3"/>
      <resource   type="model.resource.sugar"         probability="100"/>
    </tile-type>
    <tile-type id="model.tile.marsh" basic-move-cost="6" basic-work-turns="5">
      <gen humidityMin="50" humidityMax="100" temperatureMin="5" temperatureMax="15" altitudeMin="2" altitudeMax="2"/>
      <modifier id="model.modifier.defence" type="percentage" value="25"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.tobacco" value="2"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.tobacco"    value="2"/>
      <production goods-type="model.goods.ore"        value="2"/>
      <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 humidityMin="50" humidityMax="100" temperatureMin="10" temperatureMax="40" altitudeMin="1" altitudeMax="1"/>
      <modifier id="model.modifier.defence" type="percentage" value="25"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.sugar" value="2"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.sugar"      value="2"/>
      <production goods-type="model.goods.ore"        value="2"/>
      <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 humidityMin="0" humidityMax="25" temperatureMin="10" temperatureMax="40" altitudeMin="1" altitudeMax="2"/>
      <primary-production goods-type="model.goods.grain" value="3" tile-production="veryHigh" />
      <primary-production goods-type="model.goods.grain" value="2"/>
      <primary-production goods-type="model.goods.grain" value="1" tile-production="veryLow" />
      <secondary-production goods-type="model.goods.cotton" value="1"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.cotton"     value="1"/>
      <production goods-type="model.goods.ore"        value="2"/>
      <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 humidityMin="0" humidityMax="100" temperatureMin="-5" temperatureMax="5" altitudeMin="1" altitudeMax="3"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.ore" value="2"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.ore"        value="2"/>
      <!-- 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 humidityMin="0" humidityMax="60" temperatureMin="0" temperatureMax="15" altitudeMin="1" altitudeMax="2"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.furs" value="3"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.cotton"     value="1"/>
      <production goods-type="model.goods.furs"       value="3"/>
      <production goods-type="model.goods.lumber"     value="6"/>
      <resource   type="model.resource.furs"          probability="100"/>
    </tile-type>
    <tile-type id="model.tile.coniferForest" basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidityMin="25" humidityMax="70" temperatureMin="10" temperatureMax="25" altitudeMin="1" altitudeMax="1"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.furs" value="2"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.tobacco"    value="1"/>
      <production goods-type="model.goods.furs"       value="2"/>
      <production goods-type="model.goods.lumber"     value="6"/>
      <resource   type="model.resource.lumber"        probability="100"/>
    </tile-type>
    <tile-type id="model.tile.broadleafForest" basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidityMin="20" humidityMax="50" temperatureMin="15" temperatureMax="30" altitudeMin="1" altitudeMax="1"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.furs" value="2"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.cotton"     value="1"/>
      <production goods-type="model.goods.furs"       value="2"/>
      <production goods-type="model.goods.lumber"     value="4"/>
      <resource   type="model.resource.game"          probability="100"/>
    </tile-type>
    <tile-type id="model.tile.tropicalForest" basic-move-cost="6" basic-work-turns="6" is-forest="true">
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <gen humidityMin="25" humidityMax="70" temperatureMin="30" temperatureMax="40" altitudeMin="1" altitudeMax="1"/>
      <primary-production goods-type="model.goods.grain" value="3"/>
      <secondary-production goods-type="model.goods.furs" value="2"/>
      <production goods-type="model.goods.grain"       value="3"/>
      <production goods-type="model.goods.sugar"      value="1"/>
      <production goods-type="model.goods.furs"       value="2"/>
      <production goods-type="model.goods.lumber"     value="4"/>
      <resource   type="model.resource.lumber"        probability="100"/>
      <disaster id="model.disaster.hurricane" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.wetlandForest" basic-move-cost="9" basic-work-turns="6" is-forest="true">
      <gen humidityMin="50" humidityMax="100" temperatureMin="5" temperatureMax="15" altitudeMin="2" altitudeMax="2"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.furs" value="2"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.tobacco"    value="1"/>
      <production goods-type="model.goods.furs"       value="2"/>
      <production goods-type="model.goods.lumber"     value="4"/>
      <production goods-type="model.goods.ore"        value="1"/>
      <resource   type="model.resource.minerals"      probability="100"/>
    </tile-type>
    <tile-type id="model.tile.rainForest" basic-move-cost="9" basic-work-turns="7" is-forest="true">
      <gen humidityMin="50" humidityMax="100" temperatureMin="10" temperatureMax="40" altitudeMin="1" altitudeMax="1"/>
      <modifier id="model.modifier.defence" type="percentage" value="75"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.furs" value="1"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.sugar"      value="1"/>
      <production goods-type="model.goods.furs"       value="1"/>
      <production goods-type="model.goods.lumber"     value="4"/>
      <production goods-type="model.goods.ore"        value="1"/>
      <resource   type="model.resource.minerals"      probability="100"/>
      <disaster id="model.disaster.disease" probability="100"/>
    </tile-type>
    <tile-type id="model.tile.scrubForest" basic-move-cost="3" basic-work-turns="4" is-forest="true">
      <gen humidityMin="0" humidityMax="25" temperatureMin="10" temperatureMax="40" altitudeMin="1" altitudeMax="2"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="3" tile-production="veryHigh" />
      <primary-production goods-type="model.goods.grain" value="2"/>
      <primary-production goods-type="model.goods.grain" value="1" tile-production="veryLow" />
      <secondary-production goods-type="model.goods.furs" value="2"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.cotton"     value="1"/>
      <production goods-type="model.goods.furs"       value="2"/>
      <production goods-type="model.goods.lumber"     value="2"/>
      <production goods-type="model.goods.ore"        value="1"/>
      <resource   type="model.resource.oasis"         probability="100"/>
      <disaster id="model.disaster.brushfire" probability="50"/>
      <disaster id="model.disaster.drought" probability="50"/>
    </tile-type>
    <tile-type id="model.tile.borealForest" basic-move-cost="6" basic-work-turns="4" is-forest="true">
      <gen humidityMin="0" humidityMax="100" temperatureMin="-5" temperatureMax="5" altitudeMin="1" altitudeMax="3"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.furs" value="3"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.furs"       value="3"/>
      <production goods-type="model.goods.lumber"     value="4"/>
      <production goods-type="model.goods.ore"        value="1"/>
      <resource   type="model.resource.game"          probability="100"/>
    </tile-type>
    <tile-type id="model.tile.hills" basic-move-cost="6" basic-work-turns="4" is-elevation="true">
      <gen humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40" altitudeMin="2" altitudeMax="3"/>
      <modifier id="model.modifier.defence" type="percentage" value="100"/>
      <primary-production goods-type="model.goods.grain" value="2"/>
      <secondary-production goods-type="model.goods.ore" value="4"/>
      <production goods-type="model.goods.grain"       value="2"/>
      <production goods-type="model.goods.ore"        value="4"/>
      <resource   type="model.resource.ore"           probability="100"/>
      <disaster id="model.disaster.earthquake" probability="50"/>
      <disaster id="model.disaster.landslide" probability="50"/>
    </tile-type>
    <tile-type id="model.tile.mountains" basic-move-cost="9" basic-work-turns="7" is-elevation="true" can-settle="false">
      <gen humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40" altitudeMin="3" altitudeMax="3"/>
      <modifier id="model.modifier.defence" type="percentage" value="150"/>
      <production goods-type="model.goods.ore"        value="4"/>
      <production goods-type="model.goods.silver"     value="1"/>
      <resource   type="model.resource.silver"        probability="100"/>
      <disaster id="model.disaster.earthquake" probability="50"/>
      <disaster id="model.disaster.landslide" probability="50"/>
    </tile-type>
    <tile-type id="model.tile.arctic" basic-move-cost="6" basic-work-turns="4">
      <gen humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="0" altitudeMin="1" altitudeMax="3"/>
      <primary-production goods-type="model.goods.grain" value="2" tile-production="veryHigh" />
      <primary-production goods-type="model.goods.grain" value="1" tile-production="high" />
      <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 humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40" altitudeMin="-2" altitudeMax="-1"/>
      <production goods-type="model.goods.fish"       value="2"/>
      <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 humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40" altitudeMin="-2" altitudeMax="-1"/>
      <production goods-type="model.goods.fish"       value="2"/>
      <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 humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40" altitudeMin="-3" altitudeMax="-2"/>
      <production goods-type="model.goods.fish"       value="2"/>
      <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 humidityMin="0" humidityMax="100" temperatureMin="-20" temperatureMax="40"
           altitudeMin="-3" altitudeMax="-2" />
      <production goods-type="model.goods.fish"       value="2"/>
      <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.scout" expertUnit="model.unit.seasonedScout">
      <required-ability id="model.ability.canBeEquipped" />
      <required-goods id="model.goods.horses" value="50" />
      <ability id="model.ability.speakWithChief"/>
      <ability id="model.ability.demandTribute"/>
      <ability id="model.ability.spyOnColony"/>
      <ability id="model.ability.negotiate"/>
      <ability id="model.ability.disposeOnCombatLoss"/>
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" 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" expertUnit="model.unit.veteranSoldier">
      <required-ability id="model.ability.canBeEquipped" />
      <required-goods id="model.goods.muskets" value="50" />
      <ability id="model.ability.captureUnits"/>
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="2"/>
    </role>
    <role id="model.role.dragoon" downgrade="model.role.soldier" expertUnit="model.unit.veteranSoldier">
      <required-ability id="model.ability.canBeEquipped" />
      <required-goods id="model.goods.muskets" value="50" />
      <required-goods id="model.goods.horses" value="50" />
      <ability id="model.ability.captureUnits" value="true"/>
      <modifier id="model.modifier.defence" type="additive" value="2"/>
      <modifier id="model.modifier.offence" type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
    </role>
    <role id="model.role.pioneer" maximumCount="5" expertUnit="model.unit.hardyPioneer">
      <required-ability id="model.ability.canBeEquipped" />
      <required-goods id="model.goods.tools" value="20" />
      <ability id="model.ability.disposeOnCombatLoss"/>
      <ability id="model.ability.improveTerrain"/>
    </role>
    <role id="model.role.missionary" expertUnit="model.unit.jesuitMissionary">
      <required-ability id="model.ability.canBeEquipped" />
      <required-ability id="model.ability.dressMissionary" />
      <modifier id="model.modifier.movementBonus" type="additive" value="3"/>
      <ability id="model.ability.establishMission" />
      <ability id="model.ability.denounceHeresy" />
      <ability id="model.ability.inciteNatives" />
    </role>
    <role id="model.role.infantry">
      <required-ability id="model.ability.canBeEquipped" />
      <required-ability id="model.ability.refUnit" />
      <required-goods id="model.goods.muskets" value="50" />
      <ability id="model.ability.captureUnits"/>
      <ability id="model.ability.disposeOnCombatLoss"/>
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="2"/>
    </role>
    <role id="model.role.cavalry" downgrade="model.role.infantry">
      <required-ability id="model.ability.canBeEquipped" />
      <required-ability id="model.ability.refUnit" />
      <required-goods id="model.goods.muskets" value="50" />
      <required-goods id="model.goods.horses" value="50" />
      <ability id="model.ability.captureUnits" value="true"/>
      <modifier id="model.modifier.defence" type="additive" value="2"/>
      <modifier id="model.modifier.offence" type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
    </role>
    <role id="model.role.mountedBrave">
      <required-ability id="model.ability.native" />
      <required-goods id="model.goods.horses" value="25" />
      <ability id="model.ability.disposeOnCombatLoss"/>
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="1"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
    </role>
    <role id="model.role.armedBrave">
      <required-ability id="model.ability.native"/>
      <required-goods id="model.goods.muskets" value="25" />
      <ability id="model.ability.disposeOnCombatLoss"/>
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="2"/>
    </role>
    <role id="model.role.nativeDragoon" downgrade="model.role.armedBrave">
      <required-ability id="model.ability.native"/>
      <required-goods id="model.goods.muskets" value="25" />
      <required-goods id="model.goods.horses" value="25" />
      <modifier id="model.modifier.defence" type="additive" value="2"/>
      <modifier id="model.modifier.offence" type="additive" value="3"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
    </role>
  </roles>

  <equipment-types>
    <equipment-type id="model.equipment.horses" combat-loss-priority="20" role="scout">
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="1"/>
      <modifier id="model.modifier.lineOfSightBonus" type="additive" value="1"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
      <ability id="model.ability.scoutIndianSettlement" value="true"/>
      <ability id="model.ability.scoutForeignColony" value="true"/>
      <ability id="model.ability.canBeCaptured" value="false"/>
      <ability id="model.ability.disposeOnAllEquipLost" value="true"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.bornInIndianSettlement" value="false"/>
      <required-goods id="model.goods.horses" value="50"/>
      <compatible-equipment id="model.equipment.muskets"/>
      <capture-equipment id="model.equipment.indian.horses" by-indians="true"/>
    </equipment-type>
    <equipment-type id="model.equipment.muskets" combat-loss-priority="10" role="soldier">
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="2"/>
      <ability id="model.ability.scoutIndianSettlement" value="false"/>
      <ability id="model.ability.scoutForeignColony" value="false"/>
      <ability id="model.ability.captureUnits" value="true"/>
      <ability id="model.ability.canBeCaptured" value="false"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.bornInIndianSettlement" value="false"/>
      <required-goods id="model.goods.muskets" value="50"/>
      <compatible-equipment id="model.equipment.horses"/>
      <capture-equipment id="model.equipment.indian.muskets" by-indians="true"/>
    </equipment-type>
    <equipment-type id="model.equipment.tools" maximum-count="5" role="pioneer">
      <ability id="model.ability.improveTerrain" value="true"/>
      <ability id="model.ability.disposeOnCombatLoss" value="true"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.bornInIndianSettlement" value="false"/>
      <required-goods id="model.goods.tools" value="20"/>
    </equipment-type>
    <equipment-type id="model.equipment.missionary" role="missionary">
      <modifier id="model.modifier.movementBonus" type="additive" value="3"/>
      <ability id="model.ability.missionary" value="true"/>
      <ability id="model.ability.establishMission" value="true"/>
      <ability id="model.ability.denounceHeresy" value="true"/>
      <ability id="model.ability.inciteNatives" value="true"/>
      <modifier id="model.modifier.missionaryTradeBonus" type="percentage" value="10"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.dressMissionary" value="true"/>
    </equipment-type>
    <equipment-type id="model.equipment.indian.horses" combat-loss-priority="20" role="scout">
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="1"/>
      <modifier id="model.modifier.lineOfSightBonus" type="additive" value="1"/>
      <modifier id="model.modifier.movementBonus" type="additive" value="9"/>
      <ability id="model.ability.canBeCaptured" value="false"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.bornInIndianSettlement" value="true"/>
      <required-goods id="model.goods.horses" value="25"/>
      <compatible-equipment id="model.equipment.indian.muskets"/>
      <capture-equipment id="model.equipment.horses" by-indians="false"/>
    </equipment-type>
    <equipment-type id="model.equipment.indian.muskets" combat-loss-priority="10" role="soldier">
      <modifier id="model.modifier.defence" type="additive" value="1"/>
      <modifier id="model.modifier.offence" type="additive" value="2"/>
      <ability id="model.ability.canBeCaptured" value="false"/>
      <required-ability id="model.ability.canBeEquipped" value="true"/>
      <required-ability id="model.ability.bornInIndianSettlement" value="true"/>
      <required-goods id="model.goods.muskets" value="25"/>
      <compatible-equipment id="model.equipment.indian.horses"/>
      <capture-equipment id="model.equipment.muskets" by-indians="false"/>
    </equipment-type>
  </equipment-types>

  <!--
      Parent options: name, add-work-turns, natural, type, required-improvement,
      expended-goods-type, expended-amount, deliver-goods-type, deliver-amount
      - natural="true" means that this improvement cannot be built, but may be present on its own
      - expended goods/amount are the 'cost' of building this improvement
      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 tileimprovement-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
    -->
  <tileimprovement-types>
    <tileimprovement-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" matchNegated="true" />
      <scope type="model.tile.hills" matchNegated="true" />
      <scope type="model.tile.mountains" matchNegated="true" />
      <modifier id="model.goods.grain" type="additive" value="1"/>
      <modifier id="model.goods.sugar" type="additive" value="1"/>
      <modifier id="model.goods.tobacco" type="additive" value="1"/>
      <modifier id="model.goods.cotton" type="additive" value="1"/>
      <modifier id="model.goods.furs" type="additive" value="2"/>
      <modifier id="model.goods.lumber" type="additive" value="2"/>
      <modifier id="model.goods.ore" type="additive" value="1"/>
      <modifier id="model.goods.silver" type="additive" value="1"/>
      <disaster id="model.disaster.flood"/>
    </tileimprovement-type>
    <tileimprovement-type id="model.improvement.road" add-work-turns="0"
                          expended-equipment-type="model.equipment.tools" expended-amount="1" magnitude="1"
                          movement-cost="1" zIndex="350">
      <scope method-name="isWater" method-value="false" />
      <modifier id="model.goods.furs" type="additive" value="2"/>
      <modifier id="model.goods.lumber" type="additive" value="2"/>
      <modifier id="model.goods.ore" type="additive" value="1"/>
      <modifier id="model.goods.silver" type="additive" value="1"/>
    </tileimprovement-type>
    <tileimprovement-type id="model.improvement.plow" add-work-turns="2" zIndex="120"
                          expended-equipment-type="model.equipment.tools" expended-amount="1" magnitude="1">
      <scope method-name="isWater" method-value="false" />
      <scope method-name="isForested" method-value="false" />
      <scope type="model.tile.arctic" matchNegated="true" />
      <scope type="model.tile.hills" matchNegated="true" />
      <scope type="model.tile.mountains" matchNegated="true" />
      <modifier id="model.goods.grain" type="additive" value="1"/>
      <modifier id="model.goods.sugar" type="additive" value="1"/>
      <modifier id="model.goods.tobacco" type="additive" value="1"/>
      <modifier id="model.goods.cotton" type="additive" value="1"/>
    </tileimprovement-type>
    <tileimprovement-type id="model.improvement.clearForest" add-work-turns="2"
                          expended-equipment-type="model.equipment.tools" expended-amount="1"
                          magnitude="1" exposeResourcePercent="5">
      <scope method-name="isForested" method-value="true" />
      <change from="model.tile.mixedForest"     to="model.tile.plains">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.coniferForest"   to="model.tile.grassland">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.broadleafForest" to="model.tile.prairie">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.tropicalForest"  to="model.tile.savannah">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.wetlandForest"   to="model.tile.marsh">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.rainForest"      to="model.tile.swamp">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
      <change from="model.tile.scrubForest"     to="model.tile.desert">
        <production goods-type="model.goods.lumber" value="10" />
      </change>
      <change from="model.tile.borealForest"    to="model.tile.tundra">
        <production goods-type="model.goods.lumber" value="20" />
      </change>
    </tileimprovement-type>
    <tileimprovement-type id="model.improvement.fishBonusLand" natural="true" zIndex="250">
      <scope method-name="isWater" method-value="true" />
      <scope type="model.tile.highSeas" matchNegated="true" />
      <modifier id="model.goods.fish" type="additive" value="2"/>
    </tileimprovement-type>
    <tileimprovement-type id="model.improvement.fishBonusRiver" natural="true" zIndex="250">
      <scope method-name="isWater" method-value="true" />
      <scope type="model.tile.highSeas" matchNegated="true" />
      <modifier id="model.goods.fish" type="additive" value="1"/>
    </tileimprovement-type>
  </tileimprovement-types>

  <unit-types>
    <!-- ATTENTION: skillTaught can NOT be inherited because it defaults to the unit type itself! -->
    <unit-type id="colonist" abstract="true" offence="0" defence="1" movement="3" lineOfSight="1">
      <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"/>
      <downgrade unit="model.unit.undead" undead="100"/>
      <downgrade unit="model.unit.freeColonist" clearSkill="100"/>
      <consumes id="model.goods.food" value="2" />
      <consumes id="model.goods.bells" value="1" />
    </unit-type>
    <unit-type id="model.unit.freeColonist" extends="colonist" scoreValue="3" skill="0"
               recruitProbability="20" maximumExperience="200">
      <ability id="model.ability.bornInColony" value="true"/>
      <ability id="model.ability.foundInLostCity" value="true"/>
      <required-goods id="model.goods.food" value="200"/>
      <downgrade unit="model.unit.freeColonist" delete="true" />
      <upgrade unit="model.unit.expertFarmer" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.expertFisherman" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.expertFurTrapper" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.expertSilverMiner" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.expertLumberJack" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.expertOreMiner" turnsToLearn="4" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.masterSugarPlanter" turnsToLearn="6" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.masterCottonPlanter" turnsToLearn="6" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.masterTobaccoPlanter" turnsToLearn="6" learnFromNatives="100" learnFromExperience="4"/>
      <upgrade unit="model.unit.firebrandPreacher" turnsToLearn="8"/>
      <upgrade unit="model.unit.elderStatesman" turnsToLearn="8"/>
      <upgrade unit="model.unit.masterCarpenter" turnsToLearn="4"/>
      <upgrade unit="model.unit.masterDistiller" turnsToLearn="6"/>
      <upgrade unit="model.unit.masterWeaver" turnsToLearn="6" learnFromNatives="100"/>
      <upgrade unit="model.unit.masterTobacconist" turnsToLearn="6"/>
      <upgrade unit="model.unit.masterFurTrader" turnsToLearn="6" learnFromNatives="100"/>
      <upgrade unit="model.unit.masterBlacksmith" turnsToLearn="6"/>
      <upgrade unit="model.unit.masterGunsmith" turnsToLearn="6"/>
      <upgrade unit="model.unit.seasonedScout" turnsToLearn="4" learnFromNatives="100" learnInLostCity="100"/>
      <upgrade unit="model.unit.hardyPioneer" turnsToLearn="4"/>
      <upgrade unit="model.unit.veteranSoldier" turnsToLearn="6" promotion="100"/>
      <upgrade unit="model.unit.jesuitMissionary" turnsToLearn="8"/>
      <modifier id="model.modifier.conversionSkill" type="additive" value="8"/>
      <modifier id="model.modifier.conversionAlarmRate" type="percentage" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertFarmer" extends="colonist" price="1100"
               skill="1" recruitProbability="1" expert-production="model.goods.grain"
               scoreValue="4">
      <modifier id="model.goods.grain" type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.expertFisherman" extends="colonist" price="1000"
               skill="1" recruitProbability="1" expert-production="model.goods.fish"
               scoreValue="4" >
      <modifier id="model.goods.fish" type="additive" value="3"/>
    </unit-type>
    <unit-type id="model.unit.expertFurTrapper" extends="colonist"
               skill="1"  expert-production="model.goods.furs"
               scoreValue="4" >
      <modifier id="model.goods.furs" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertSilverMiner" extends="colonist" price="900"
               skill="1" recruitProbability="1" expert-production="model.goods.silver"
               scoreValue="4" >
      <modifier id="model.goods.silver" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertLumberJack" extends="colonist" price="700"
               skill="1" recruitProbability="1" expert-production="model.goods.lumber"
               scoreValue="4" >
      <modifier id="model.goods.lumber" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.expertOreMiner" extends="colonist" price="600"
               skill="1" recruitProbability="1" expert-production="model.goods.ore"
               scoreValue="4" >
      <modifier id="model.goods.ore" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterSugarPlanter" extends="colonist"
               skill="2"  expert-production="model.goods.sugar"
               scoreValue="5" >
      <modifier id="model.goods.sugar" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterCottonPlanter" extends="colonist"
               skill="2"  expert-production="model.goods.cotton"
               scoreValue="5" >
      <modifier id="model.goods.cotton" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterTobaccoPlanter" extends="colonist"
               skill="2"  expert-production="model.goods.tobacco"
               scoreValue="5" >
      <modifier id="model.goods.tobacco" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.firebrandPreacher" extends="colonist" price="1500"
               skill="3" recruitProbability="1" expert-production="model.goods.crosses"
               scoreValue="6" >
      <modifier id="model.goods.crosses" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.elderStatesman" extends="colonist" price="1900"
               skill="3" recruitProbability="1" expert-production="model.goods.bells"
               scoreValue="6" >
      <modifier id="model.goods.bells" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterCarpenter" extends="colonist" price="1000"
               skill="1" recruitProbability="1" expert-production="model.goods.hammers"
               scoreValue="4" >
      <modifier id="model.goods.hammers" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterDistiller" extends="colonist" price="1100"
               skill="2" recruitProbability="1" expert-production="model.goods.rum"
               scoreValue="5" >
      <modifier id="model.goods.rum" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterWeaver" extends="colonist" price="1300"
               skill="2" recruitProbability="1" expert-production="model.goods.cloth"
               scoreValue="5" >
      <modifier id="model.goods.cloth" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterTobacconist" extends="colonist" price="1200"
               skill="2" recruitProbability="1" expert-production="model.goods.cigars"
               scoreValue="5" >
      <modifier id="model.goods.cigars" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterFurTrader" extends="colonist" price="950"
               skill="2" recruitProbability="1" expert-production="model.goods.coats"
               scoreValue="5" >
      <modifier id="model.goods.coats" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterBlacksmith" extends="colonist" price="1050"
               skill="2" recruitProbability="1" expert-production="model.goods.tools"
               scoreValue="5" >
      <modifier id="model.goods.tools" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.masterGunsmith" extends="colonist" price="850"
               skill="2" recruitProbability="1" expert-production="model.goods.muskets"
               scoreValue="5" >
      <modifier id="model.goods.muskets" type="multiplicative" value="2"/>
    </unit-type>
    <unit-type id="model.unit.seasonedScout" extends="colonist"
               skill="1" recruitProbability="1" scoreValue="4" >
      <default-equipment id="model.equipment.horses"/>
      <ability id="model.ability.expertScout" value="true"/>
    </unit-type>
    <unit-type id="model.unit.hardyPioneer" extends="colonist" price="1200"
               skill="1" recruitProbability="1" scoreValue="4" >
      <default-equipment id="model.equipment.tools"/>
      <ability id="model.ability.expertPioneer" value="true"/>
    </unit-type>
    <unit-type id="model.unit.veteranSoldier" extends="colonist" price="2000"
               skill="2" recruitProbability="1" scoreValue="5" >
      <default-equipment id="model.equipment.muskets"/>
      <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" type="percentage" value="50"/>
      <modifier id="model.modifier.defence" type="percentage" value="50"/>
      <upgrade unit="model.unit.colonialRegular" promotion="100" independence="100"/>
      <downgrade unit="model.unit.freeColonist" capture="100" clearSkill="100"/>
    </unit-type>
    <unit-type id="model.unit.jesuitMissionary" extends="colonist" price="1400"
               skill="3" recruitProbability="1" scoreValue="5" >
      <default-equipment id="model.equipment.missionary"/>
      <downgrade unit="model.unit.freeColonist" capture="100" clearSkill="100"/>
      <ability id="model.ability.expertMissionary" value="true"/>
      <modifier id="model.modifier.conversionSkill" type="additive" value="5"/>
      <modifier id="model.modifier.missionaryTradeBonus" type="percentage" value="10"/>
    </unit-type>
    <unit-type id="model.unit.indenturedServant" extends="colonist"
               skill="-1" recruitProbability="20" scoreValue="2" >
      <downgrade unit="model.unit.freeColonist" delete="true" />
      <upgrade unit="model.unit.freeColonist" turnsToLearn="4" promotion="100"/>
      <upgrade unit="model.unit.expertFarmer" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.expertFisherman" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.expertFurTrapper" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.expertSilverMiner" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.expertLumberJack" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.expertOreMiner" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.masterSugarPlanter" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.masterCottonPlanter" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.masterTobaccoPlanter" learnFromNatives="100" learnInSchool="0"/>
      <upgrade unit="model.unit.seasonedScout" learnFromNatives="100" learnInLostCity="100" learnInSchool="0"/>
      <modifier id="model.goods.rum" type="additive" value="-1" />
      <modifier id="model.goods.cigars" type="additive" value="-1" />
      <modifier id="model.goods.cloth" type="additive" value="-1" />
      <modifier id="model.goods.coats" type="additive" value="-1" />
      <modifier id="model.goods.muskets" type="additive" value="-1" />
      <modifier id="model.goods.bells" type="additive" value="-1" />
      <modifier id="model.goods.crosses" type="additive" value="-1" />
      <modifier id="model.goods.hammers" type="additive" value="-1" />
      <modifier id="model.goods.tools" type="additive" value="-1" />
    </unit-type>
    <unit-type id="model.unit.pettyCriminal" extends="colonist"
               skill="-2" recruitProbability="20" scoreValue="1" >
      <downgrade unit="model.unit.freeColonist" delete="true" />
      <upgrade unit="model.unit.indenturedServant" turnsToLearn="4" promotion="100"/>
      <upgrade unit="model.unit.seasonedScout" learnInLostCity="100" learnInSchool="0"/>
      <modifier id="model.goods.rum" type="additive" value="-2" />
      <modifier id="model.goods.cigars" type="additive" value="-2" />
      <modifier id="model.goods.cloth" type="additive" value="-2" />
      <modifier id="model.goods.coats" type="additive" value="-2" />
      <modifier id="model.goods.muskets" type="additive" value="-2" />
      <modifier id="model.goods.bells" type="additive" value="-2" />
      <modifier id="model.goods.crosses" type="additive" value="-2" />
      <modifier id="model.goods.hammers" type="additive" value="-2" />
      <modifier id="model.goods.tools" type="additive" value="-2" />
    </unit-type>
    <unit-type id="model.unit.indianConvert" offence="0"  defence="1"
               movement="3" lineOfSight="1" maximumAttrition="10"
               scoreValue="3" skill="0">
      <ability id="model.ability.person" value="true"/>
      <ability id="model.ability.convert" value="true"/>
      <ability id="model.ability.foundColony" value="false"/>
      <modifier id="model.goods.grain" type="additive" value="1"/>
      <modifier id="model.goods.sugar" type="additive" value="1"/>
      <modifier id="model.goods.tobacco" type="additive" value="1"/>
      <modifier id="model.goods.cotton" type="additive" value="1"/>
      <modifier id="model.goods.furs" type="additive" value="1"/>
      <modifier id="model.goods.fish" type="additive" value="1" />
      <modifier id="model.goods.rum" type="additive" value="-2" />
      <modifier id="model.goods.cigars" type="additive" value="-2" />
      <modifier id="model.goods.cloth" type="additive" value="-2" />
      <modifier id="model.goods.coats" type="additive" value="-2" />
      <modifier id="model.goods.muskets" type="additive" value="-2" />
      <modifier id="model.goods.bells" type="additive" value="-2" />
      <modifier id="model.goods.crosses" type="additive" value="-2" />
      <modifier id="model.goods.hammers" type="additive" value="-2" />
      <modifier id="model.goods.tools" type="additive" value="-2" />
      <downgrade unit="model.unit.freeColonist" delete="true" />
      <upgrade unit="model.unit.freeColonist" learnInSchool="0"/>
      <consumes id="model.goods.food" value="2" />
      <consumes id="model.goods.bells" value="1" />
    </unit-type>
    <unit-type id="model.unit.brave" offence="1" defence="1" movement="3" lineOfSight="1" space="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"/>
      <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" />
    </unit-type>
    <unit-type id="model.unit.colonialRegular" extends="colonist"
               skillTaught="model.unit.veteranSoldier" skill="3">
      <downgrade unit="model.unit.veteranSoldier" demotion="100" capture="100" clearSkill="100"/>
      <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" type="additive" value="3"/>
      <modifier id="model.modifier.defence" type="additive" value="3"/>
      <required-ability id="model.ability.independenceDeclared"/>
    </unit-type>
    <unit-type id="model.unit.kingsRegular" extends="colonist" skill="4">
      <ability id="model.ability.refUnit" value="true"/>
      <ability id="model.ability.disposeOnAllEquipLost" value="true"/>
      <ability id="model.ability.expertSoldier" value="true"/>
      <modifier id="model.modifier.offence" type="additive" value="4"/>
      <modifier id="model.modifier.defence" type="additive" value="4"/>
      <required-ability id="model.ability.royalExpeditionaryForce"/>
    </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" offence="0" defence="2" movement="12"
               lineOfSight="1" space="2" spaceTaken="24" hitPoints="6" price="1000" scoreValue="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" offence="16" defence="16" movement="18"
               lineOfSight="2" space="4" spaceTaken="32" hitPoints="6" price="5000" scoreValue="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" offence="0" defence="10" movement="18"
               lineOfSight="2" space="6" spaceTaken="64" hitPoints="6" price="3000" scoreValue="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" offence="24" defence="24" movement="18"
               lineOfSight="2" space="6" spaceTaken="64" hitPoints="6" scoreValue="8">
      <required-goods id="model.goods.hammers" value="1024"/>
      <required-goods id="model.goods.tools" value="300"/>
      <required-ability id="model.ability.independenceDeclared"/>
      <ability id="model.ability.refUnit" value="true"/>
      <ability id="model.ability.captureGoods" value="true"/>
    </unit-type>
    <unit-type id="model.unit.merchantman" extends="ship" offence="0" defence="6" movement="15"
               lineOfSight="1" space="4" spaceTaken="32" hitPoints="6" price="2000" scoreValue="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" offence="8" defence="8" movement="24"
               lineOfSight="2" space="2" spaceTaken="24" hitPoints="6" price="2000" scoreValue="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" lineOfSight="1">
      <ability id="model.ability.foundColony" value="false"/>
    </unit-type>
    <unit-type id="model.unit.artillery" extends="wagon" offence="7" defence="5" movement="3"
               price="500" scoreValue="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.captureUnits" value="true"/>
      <ability id="model.ability.mercenaryUnit" value="true"/>
      <ability id="model.ability.supportUnit" value="true"/>
      <ability id="model.ability.bombard" value="true"/>
      <downgrade unit="model.unit.damagedArtillery" demotion="100"/>
    </unit-type>
    <unit-type id="model.unit.damagedArtillery" extends="wagon" offence="5" defence="3" movement="3"
               scoreValue="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"
               scoreValue="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"
               scoreValue="1" spaceTaken="12" space="2">
      <required-goods id="model.goods.hammers" value="40"/>
      <ability id="model.ability.carryGoods" value="true"/>
      <ability id="model.ability.canBeCaptured" value="true"/>
      <limit id="model.limit.wagonTrains" operator="LT">
        <leftHandSide operandType="UNITS" scopeLevel="PLAYER" />
        <rightHandSide operandType="SETTLEMENTS" scopeLevel="PLAYER" />
      </limit>
    </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" lineOfSight="3">
      <ability id="model.ability.undead" value="true"/>
      <ability id="model.ability.multipleAttacks" value="true"/>
      <required-ability id="model.ability.undead"/>
    </unit-type>
    <unit-type id="model.unit.flyingDutchman" extends="ship" offence="666" defence="666" movement="36"
               lineOfSight="3" space="6" hitPoints="6">
      <ability id="model.ability.captureGoods" value="true"/>
      <ability id="model.ability.undead" value="true"/>
      <required-ability id="model.ability.undead"/>
    </unit-type>
    <unit-type id="model.unit.undead" extends="colonist" offence="18" defence="4">
      <ability id="model.ability.undead" value="true"/>
      <required-ability id="model.ability.undead"/>
    </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" basicProduction="3"
                   produces="model.goods.bells">
      <modifier id="model.goods.bells" type="additive" value="1">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>      
    </building-type>
    <building-type id="model.building.carpenterHouse" basicProduction="3"
                   consumes="model.goods.lumber" produces="model.goods.hammers">
      <ability id="model.ability.build">
        <scope type="model.unit.wagonTrain"/>
      </ability>
    </building-type>
    <building-type id="model.building.lumberMill" extends="model.building.carpenterHouse"
                   basicProduction="6" upgradesFrom="model.building.carpenterHouse"
                   required-population="3" upkeep="10">
      <required-goods id="model.goods.hammers" value="52"/>
      <modifier id="model.modifier.tileTypeChangeProduction" value="3" type="multiplicative">
        <scope type="model.goods.lumber" />
      </modifier>
    </building-type>
    <building-type id="model.building.blacksmithHouse" basicProduction="3"
                   consumes="model.goods.ore" produces="model.goods.tools">
      <ability id="model.ability.build">
        <scope type="model.equipment.tools"/>
        <scope type="model.equipment.muskets"/>
      </ability>
    </building-type>
    <building-type id="model.building.blacksmithShop" extends="model.building.blacksmithHouse"
                   basicProduction="6" upgradesFrom="model.building.blacksmithHouse" upkeep="5">
      <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"
                   upgradesFrom="model.building.blacksmithShop" required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers" value="240"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.tools" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.tobacconistHouse" basicProduction="3"
                   consumes="model.goods.tobacco" produces="model.goods.cigars">
    </building-type>
    <building-type id="model.building.tobacconistShop" extends="model.building.tobacconistHouse"
                   basicProduction="6" upgradesFrom="model.building.tobacconistHouse" upkeep="5">
      <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"
                   upgradesFrom="model.building.tobacconistShop" required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers" value="160"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.cigars" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.weaverHouse" basicProduction="3"
                   consumes="model.goods.cotton" produces="model.goods.cloth">
    </building-type>
    <building-type id="model.building.weaverShop" extends="model.building.weaverHouse"
                   basicProduction="6" upgradesFrom="model.building.weaverHouse" upkeep="5">
      <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"
                   upgradesFrom="model.building.weaverShop" required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers" value="160"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.cloth" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.distillerHouse" basicProduction="3"
                   consumes="model.goods.sugar" produces="model.goods.rum">
    </building-type>
    <building-type id="model.building.rumDistillery" extends="model.building.distillerHouse"
                   basicProduction="6" upgradesFrom="model.building.distillerHouse" upkeep="5">
      <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"
                   upgradesFrom="model.building.rumDistillery" required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers" value="160"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.rum" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.furTraderHouse" basicProduction="3"
                   consumes="model.goods.furs" produces="model.goods.coats">
    </building-type>
    <building-type id="model.building.furTradingPost" extends="model.building.furTraderHouse"
                   basicProduction="6" upgradesFrom="model.building.furTraderHouse" upkeep="5">
      <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"
                   upgradesFrom="model.building.furTradingPost" required-population="6" upkeep="15">
      <required-goods id="model.goods.hammers" value="160"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.coats" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.schoolhouse" workplaces="1" minSkill="1" maxSkill="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" maxSkill="2" upgradesFrom="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" maxSkill="4" upgradesFrom="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" basicProduction="3" upkeep="5" priority="400"
                   consumes="model.goods.tools" produces="model.goods.muskets">
      <!-- priority should be less than the colony's build queue -->
      <required-goods id="model.goods.hammers" value="52"/>
      <ability id="model.ability.build">
        <scope type="model.unit.artillery"/>
      </ability>
    </building-type>
    <building-type id="model.building.magazine" extends="model.building.armory" upkeep="10"
                   basicProduction="6" upgradesFrom="model.building.armory" required-population="8">
      <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" upkeep="15"
                   upgradesFrom="model.building.magazine">
      <required-goods id="model.goods.hammers" value="240"/>
      <required-goods id="model.goods.tools" value="100"/>
      <required-ability id="model.ability.buildFactory"/>
      <modifier id="model.goods.muskets" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
      <ability id="model.ability.expertsUseConnections" value="true"/>
    </building-type>
    <building-type id="model.building.chapel" workplaces="0" produces="model.goods.crosses">
      <modifier id="model.goods.crosses" type="additive" value="1">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>      
    </building-type>
    <building-type id="model.building.church" extends="model.building.chapel"
                   basicProduction="3" upgradesFrom="model.building.chapel"
                   workplaces="3" required-population="3" upkeep="5">
      <required-goods id="model.goods.hammers" value="64"/>
      <modifier id="model.goods.crosses" type="additive" value="1">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>      
      <ability id="model.ability.dressMissionary" value="true"/>
    </building-type>
    <building-type id="model.building.cathedral" extends="model.building.church"
                   basicProduction="6" upgradesFrom="model.building.church"
                   required-population="8" upkeep="15">
      <required-goods id="model.goods.hammers" value="176"/>
      <required-goods id="model.goods.tools" value="100"/>
      <modifier id="model.goods.crosses" type="additive" value="1">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>      
    </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" type="percentage" value="100"/>
      <modifier id="model.modifier.minimumColonySize" type="additive" value="3"/>
      <!-- TODO: abilties to prevent the effects of Indian raids. -->
    </building-type>
    <building-type id="model.building.fort" extends="model.building.stockade"
                   upgradesFrom="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" type="percentage" value="150"/>
      <ability id="model.ability.bombardShips" value="true"/>
    </building-type>
    <building-type id="model.building.fortress" extends="model.building.fort"
                   upgradesFrom="model.building.fort" upkeep="15"
                   required-population="8">
      <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" 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"
                   upgradesFrom="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"
                   upgradesFrom="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"
                   consumes="model.goods.grain" produces="model.goods.horses">
      <modifier id="model.modifier.breedingDivisor" type="additive" value="50"/>
      <modifier id="model.modifier.breedingFactor" type="additive" value="2"/>
      <modifier id="model.goods.horses" type="multiplicative" value="1.0"/>
      <modifier id="model.modifier.consumeOnlySurplusProduction" type="multiplicative" value="0.5" />
      <ability id="model.ability.autoProduction"/>
      <ability id="model.ability.avoidExcessProduction"/>
      <ability id="model.ability.build">
        <scope type="model.equipment.horses"/>
      </ability>
    </building-type>
    <building-type id="model.building.stables" extends="model.building.country"
                   upgradesFrom="model.building.country" upkeep="5">
      <modifier id="model.modifier.breedingDivisor" type="multiplicative" value="0.5" />
      <required-goods id="model.goods.hammers" value="64"/>
    </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"
                   upgradesFrom="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"
                   upgradesFrom="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">
        <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" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
    </building-type>
    <building-type id="model.building.newspaper" extends="model.building.printingPress"
                   upgradesFrom="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" type="percentage" value="100">
        <scope ability-id="model.ability.person" matchNegated="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"/>
    </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"/>
    </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" type="percentage" value="100">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </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.equipment.muskets"/>
      </ability>
    </founding-father>
    <founding-father id="model.foundingFather.francisDrake" type="military"
                     weight1="4" weight2="8" weight3="6">
      <modifier id="model.modifier.offence" type="percentage" value="50">
        <scope type="model.unit.privateer"/>
      </modifier>
      <modifier id="model.modifier.defence" 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" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="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.
           It will be set to the current tax. -->
      <modifier id="model.goods.bells" type="percentage" value="0">
        <scope ability-id="model.ability.person" matchNegated="true"/>
      </modifier>
    </founding-father>
    <founding-father id="model.foundingFather.simonBolivar" type="political"
                     weight1="0" weight2="4" weight3="6">
      <event id="model.event.increaseSonsOfLiberty" 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"/>
    </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" type="percentage" value="50">
        <scope ability-id="model.ability.person" matchNegated="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.missionary"/>
      </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">
      <upgrade from-id="model.unit.indianConvert" to-id="model.unit.freeColonist"/>
    </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="pioneer"/>
      <unit id="soldier" type="model.unit.freeColonist" role="soldier"/>
      <unit id="soldier" type="model.unit.veteranSoldier" role="soldier" expert-starting-units="true"/>
      <unit id="ship" type="model.unit.caravel"/>
      <ability id="model.ability.foundColony" value="true"/>
      <ability id="model.ability.electFoundingFather"/>
      <ability id="model.ability.canRecruitUnit" />
      <settlement id="model.settlement.colony" capital="false" claimableRadius="1"
                  visibleRadius="2">
        <modifier id="model.modifier.defence" type="percentage" value="50" />
        <ability id="model.ability.consumeAllOrNothing"/>
      </settlement>
    </european-nation-type>
    <!-- default REF nation -->
    <european-nation-type id="model.nationType.ref" ref="true">
      <modifier id="model.modifier.bombardBonus" type="percentage" value="50"/>
      <ability id="model.ability.ambushPenalty" value="true"/>
      <ability id="model.ability.royalExpeditionaryForce" value="true"/>
      <settlement id="model.settlement.colony" capital="false" claimableRadius="1"
                  visibleRadius="2">
        <modifier id="model.modifier.defence" type="percentage" value="50" />
      </settlement>
    </european-nation-type>
    <!-- this was the Dutch player -->
    <european-nation-type id="model.nationType.trade" extends="model.nationType.default">
      <modifier id="model.modifier.tradeBonus" type="percentage" value="-50"/>
      <unit id="ship" type="model.unit.merchantman"/>
    </european-nation-type>
    <!-- this was the French player -->
    <european-nation-type id="model.nationType.cooperation" extends="model.nationType.default">
      <modifier id="model.modifier.nativeAlarmModifier" type="percentage" value="-50"/>
      <unit id="pioneer" type="model.unit.hardyPioneer" role="pioneer"/>
    </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">
      <modifier id="model.modifier.nativeConvertBonus" type="percentage" value="200"/>
      <modifier id="model.modifier.offenceAgainst" type="percentage" value="50">
        <scope method-name="isIndian" method-value="true"/>
      </modifier>
      <unit id="soldier" type="model.unit.veteranSoldier" role="soldier" mounted="true"/>
    </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.foundColony" value="false"/>
      <ability id="model.ability.automaticEquipment" value="true">
        <scope type="model.equipment.indian.muskets"/>
        <scope type="model.equipment.indian.horses"/>
      </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"
                  claimableRadius="1" extraClaimableRadius="2"
                  minimumSize="4" maximumSize="6"
                  minimumGrowth="1" maximumGrowth="8"
                  tradeBonus="1" convertThreshold="100">
        <plunder probability="20" minimum="2" maximum="3" factor="100">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="50" />
      </settlement>
      <settlement id="model.settlement.camp.capital" capital="true"
                  claimableRadius="2" extraClaimableRadius="2"
                  minimumSize="6" maximumSize="8"
                  minimumGrowth="2" maximumGrowth="10"
                  tradeBonus="2" convertThreshold="100">
        <plunder probability="100" minimum="2" maximum="4" factor="200">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="100" />
      </settlement>
    </indian-nation-type>
    <indian-nation-type id="village" abstract="true" extends="default">
      <settlement id="model.settlement.village" capital="false"
                  claimableRadius="1" extraClaimableRadius="2"
                  minimumSize="6" maximumSize="8"
                  minimumGrowth="1" maximumGrowth="8"
                  tradeBonus="2" convertThreshold="100">
        <plunder probability="50" minimum="3" maximum="8" factor="100">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="50" />
      </settlement>
      <settlement id="model.settlement.village.capital" capital="true"
                  claimableRadius="2" extraClaimableRadius="2"
                  minimumSize="8" maximumSize="10"
                  minimumGrowth="2" maximumGrowth="10"
                  tradeBonus="3" convertThreshold="100">
        <plunder probability="100" minimum="3" maximum="8" factor="200">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" 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"/>
      <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"/>
      <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"/>
    </indian-nation-type>
    <indian-nation-type id="model.nationType.inca" extends="city"
                        aggression="low">
      <skill id="model.unit.expertOreMiner" probability="10"/>
      <skill id="model.unit.masterWeaver" probability="3"/>
      <region id="model.region.southWest" />
      <region id="model.region.south" />
      <settlement id="model.settlement.inca" capital="false"
                  claimableRadius="2" extraClaimableRadius="2"
                  minimumSize="8" maximumSize="12"
                  minimumGrowth="3" maximumGrowth="12"
                  tradeBonus="3" convertThreshold="100">
        <plunder probability="100" minimum="2" maximum="6" factor="2100">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="100" />
      </settlement>
      <settlement id="model.settlement.inca.capital" capital="true"
                  claimableRadius="3" extraClaimableRadius="3"
                  minimumSize="10" maximumSize="12"
                  minimumGrowth="4" maximumGrowth="14"
                  tradeBonus="4" convertThreshold="100">
        <plunder probability="100" minimum="2" maximum="6" factor="3000">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" 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"
                  claimableRadius="2" extraClaimableRadius="2"
                  minimumSize="8" maximumSize="12"
                  minimumGrowth="3" maximumGrowth="12"
                  tradeBonus="3" convertThreshold="100">
        <plunder probability="100" minimum="5" maximum="9" factor="1000">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="100" />
      </settlement>
      <settlement id="model.settlement.aztec.capital" capital="true"
                  claimableRadius="3" extraClaimableRadius="3"
                  minimumSize="10" maximumSize="12"
                  minimumGrowth="4" maximumGrowth="14"
                  tradeBonus="4" convertThreshold="100">
        <plunder probability="100" minimum="7" maximum="12" factor="1000">
          <scope ability-id="model.ability.plunderNatives" ability-value="false"/>
        </plunder>
        <plunder 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" type="percentage" value="200" />
      </settlement>
    </indian-nation-type>
  </indian-nation-types>

  <nations>
    <nation id="model.nation.dutch"
            nation-type="model.nationType.trade" selectable="true"
            preferredLatitude="-40" ref="model.nation.dutchREF"/>
    <nation id="model.nation.french"
            nation-type="model.nationType.cooperation" selectable="true"
            preferredLatitude="-53" ref="model.nation.frenchREF"/>
    <nation id="model.nation.english"
            nation-type="model.nationType.immigration" selectable="true"
            preferredLatitude="-37" ref="model.nation.englishREF"/>
    <nation id="model.nation.spanish"
            nation-type="model.nationType.conquest" selectable="true"
            preferredLatitude="-19" ref="model.nation.spanishREF"/>
    <nation id="model.nation.inca"
            nation-type="model.nationType.inca"/>
    <nation id="model.nation.aztec"
            nation-type="model.nationType.aztec"/>
    <nation id="model.nation.arawak"
            nation-type="model.nationType.arawak"/>
    <nation id="model.nation.cherokee"
            nation-type="model.nationType.cherokee"/>
    <nation id="model.nation.iroquois"
            nation-type="model.nationType.iroquois"/>
    <nation id="model.nation.sioux"
            nation-type="model.nationType.sioux"/>
    <nation id="model.nation.apache"
            nation-type="model.nationType.apache"/>
    <nation id="model.nation.tupi"
            nation-type="model.nationType.tupi"/>
    <nation id="model.nation.dutchREF"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.frenchREF"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.englishREF"
            nation-type="model.nationType.ref"/>
    <nation id="model.nation.spanishREF"
            nation-type="model.nationType.ref"/>
  </nations>

  <!-- crosses-increment: additional crosses required for each new immigrant
       land-price-factor: determines the price of land bought from the natives
       founding-father-factor: determines how many bells are required for founding fathers
       arrears-factor: determines how much money is required to lift a boycott
       native-convert-probability: determines the probability of getting native converts
       burn-probability: determines the probability of missions getting burned
       recruit-price-increase: determines how fast the price for recruiting colonists increases
       lower-cap-increase: determines how fast the minimum price for recruiting colonists increases
    -->
  <options>
    <optionGroup id="difficultyLevels" recursive="false">
      <optionGroup id="model.difficulty.veryEasy" editable="false">
        <optionGroup id="model.difficulty.immigration">
          <integerOption id="model.option.crossesIncrement" value="6"/>
          <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="DEFAULT" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.2">
              <unitType value="model.unit.expertFarmer"/>
              <role value="DEFAULT" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.3">
              <unitType value="model.unit.seasonedScout"/>
              <role value="DEFAULT" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <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"/>
          <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">
          <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="SOLDIER" />
              <number value="15" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="DRAGOON" />
              <number value="5" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="SOLDIER" />
              <number value="4" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="DRAGOON" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="4" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="1"/>
          <integerOption id="model.option.equipScoutCheat" value="1"/>
          <integerOption id="model.option.landUnitCheat" value="1"/>
          <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">
          <integerOption id="model.option.crossesIncrement" value="8"/>
          <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="DEFAULT" />
              <number value="1"/>
            </unitOption>
            <unitOption id="model.option.immigrants.2">
              <unitType value="model.unit.expertFarmer"/>
              <role value="DEFAULT" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <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"/>
          <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">
          <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="SOLDIER" />
              <number value="23" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="DRAGOON" />
              <number value="10" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="8" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="5" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="DRAGOON" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <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">
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="5"/>
          <integerOption id="model.option.equipScoutCheat" value="5"/>
          <integerOption id="model.option.landUnitCheat" value="5"/>
          <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">
          <integerOption id="model.option.crossesIncrement" value="10"/>
          <integerOption id="model.option.recruitPriceIncrease" value="40"/>
          <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="DEFAULT" />
              <number value="1"/>
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <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"/>
          <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">
          <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="SOLDIER" />
              <number value="31" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="DRAGOON" />
              <number value="15" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="14" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="8" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="SOLDIER" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="DRAGOON" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <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">
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="10"/>
          <integerOption id="model.option.equipScoutCheat" value="10"/>
          <integerOption id="model.option.landUnitCheat" value="10"/>
          <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">
          <integerOption id="model.option.crossesIncrement" value="12"/>
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <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"/>
          <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">
          <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="SOLDIER" />
              <number value="39" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="DRAGOON" />
              <number value="20" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="20" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="11" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="SOLDIER" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="DRAGOON" />
              <number value="1" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <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">
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="15"/>
          <integerOption id="model.option.equipScoutCheat" value="15"/>
          <integerOption id="model.option.landUnitCheat" value="15"/>
          <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">
          <integerOption id="model.option.crossesIncrement" value="14"/>
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.natives">
          <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"/>
          <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">
          <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="SOLDIER" />
              <number value="47" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" />
              <role value="DRAGOON" />
              <number value="25" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="26" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="14" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" />
              <role value="SOLDIER" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" />
              <role value="DRAGOON" />
              <number value="1" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </optionGroup>
        <optionGroup id="model.difficulty.government">
          <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">
          <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" />
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="20"/>
          <integerOption id="model.option.equipScoutCheat" value="20"/>
          <integerOption id="model.option.landUnitCheat" value="20"/>
          <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" value="14" minimumValue="0" maximumValue="100"/>
          <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="3">
            <template>
              <unitOption id="model.option.immigrants.template">
                <unitType value="model.unit.freeColonist" generate="IMMIGRANTS" />
                <role value="DEFAULT" >
                  <choice value="DEFAULT" />
                </role>
                <number value="1" minimumValue="1" maximumValue="1" />
              </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"/>
          <!-- 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">
                <unitType value="model.unit.kingsRegular" generate="UNITS" />
                <role value="SOLDIER">
                  <choice value="SOLDIER" />
                  <choice value="DRAGOON" />
                </role>
                <number value="20" minimumValue="0" maximumValue="999" />
              </unitOption>
            </template>
            <unitOption id="model.option.refSize.soldiers">
              <unitType value="model.unit.kingsRegular" generate="UNITS" />
              <role value="SOLDIER">
                <choice value="SOLDIER" />
                <choice value="DRAGOON" />
              </role>
              <number value="60" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.dragoons">
              <unitType value="model.unit.kingsRegular" generate="UNITS" />
              <role value="DRAGOON" >
                <choice value="SOLDIER" />
                <choice value="DRAGOON" />
              </role>
              <number value="30" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.artillery">
              <unitType value="model.unit.artillery" generate="UNITS" />
              <role value="DEFAULT" />
              <number value="30" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.refSize.menOfWar">
              <unitType value="model.unit.manOWar" generate="UNITS" />
              <role value="DEFAULT" />
              <number value="20" minimumValue="0" maximumValue="999" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.interventionForce">
            <unitOption id="model.option.interventionForce.regulars">
              <unitType value="model.unit.colonialRegular" generate="UNITS" />
              <role value="SOLDIER" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.dragoons">
              <unitType value="model.unit.colonialRegular" generate="UNITS" />
              <role value="DRAGOON" />
              <number value="1" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.artillery">
              <unitType value="model.unit.artillery" generate="UNITS" />
              <role value="DEFAULT" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
            <unitOption id="model.option.interventionForce.menOfWar">
              <unitType value="model.unit.manOWar" generate="UNITS" />
              <role value="DEFAULT" />
              <number value="2" minimumValue="0" maximumValue="999" />
            </unitOption>
          </unitListOption>
          <unitListOption id="model.option.mercenaryForce">
            <unitOption id="model.option.mercenaryForce.regulars">
              <unitType value="model.unit.veteranSoldier" />
              <role value="SOLDIER" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.dragoons">
              <unitType value="model.unit.veteranSoldier" />
              <role value="DRAGOON" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.artillery">
              <unitType value="model.unit.artillery" />
              <role value="DEFAULT" />
              <number value="3" />
            </unitOption>
            <unitOption id="model.option.mercenaryForce.menOfWar">
              <unitType value="model.unit.manOWar" />
              <role value="DEFAULT" />
              <number value="2" />
            </unitOption>
          </unitListOption>
        </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="veryLow" />
            <choice value="low" />
            <choice value="medium" />
            <choice value="high" />
            <choice value="veryHigh" />
          </stringOption>
        </optionGroup>
        <optionGroup id="model.difficulty.cheat">
          <integerOption id="model.option.liftBoycottCheat" value="20"/>
          <integerOption id="model.option.equipScoutCheat" value="20"/>
          <integerOption id="model.option.landUnitCheat" value="20"/>
          <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"/>
        <!-- Per turn probability that a peaceful native settlement
             with a surplus will decide to offer some of it as a gift. -->
        <integerOption id="model.option.giftProbability" defaultValue="5"
                       minimumValue="0" maximumValue="100"/>
        <!-- Per turn probability that an angry native settlement will
             decide to demand tribute from an annoying European
             settlement. -->
        <integerOption id="model.option.demandProbability" defaultValue="10"
                       minimumValue="0" maximumValue="100"/>
        <!-- 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>
      </optionGroup>
      <optionGroup id="gameOptions.colony">
        <!-- Does the Custom House sell boycotted goods -->
        <booleanOption id="model.option.customIgnoreBoycott" defaultValue="true"/>
        <!-- Whether experts have connections, producing without raw materials in factories -->
        <booleanOption id="model.option.expertsHaveConnections" defaultValue="true"/>
        <booleanOption id="model.option.saveProductionOverflow" defaultValue="true"/>
        <!-- Whether to educate the least skilled unit first -->
        <booleanOption id="model.option.allowStudentSelection" defaultValue="false"/>
        <booleanOption id="model.option.enableUpkeep" defaultValue="false"/>
        <integerOption id="model.option.naturalDisasters" defaultValue="0"
                       minimumValue="0" maximumValue="100" />
      </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" />
      </optionGroup>
    </optionGroup>
    <optionGroup id="mapGeneratorOptions">
      <optionGroup id="mapGeneratorOptions.import" >
        <!-- Option for setting a file to be imported (map etc). -->
        <fileOption id="model.option.importFile"/>
        <!-- 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="20" 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="Classic" value="0"/>
          <selectValue label="Continent" value="1"/>
          <selectValue label="Archipelago" value="2"/>
          <selectValue label="Islands" value="3"/>
        </selectOption>
        <integerOption id="model.option.preferredDistanceToEdge" defaultValue="5"
                       minimumValue="1" maximumValue="10"/>
        <integerOption id="model.option.maximumDistanceToEdge" defaultValue="10"
                       minimumValue="5" maximumValue="20"/>
        <integerOption id="model.option.distanceToHighSea" defaultValue="4"
                       minimumValue="3" maximumValue="10"/>
      </optionGroup>
      <optionGroup id="mapGeneratorOptions.terrainGenerator" >
        <integerOption id="model.option.minimumLatitude" defaultValue="-90"
                       minimumValue="-90" maximumValue="90" />
        <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>
