Yes you are right, it is the save data
or it may be in-game read/write data
Allunits have a base pointer
which point to a particular area where
these pointers are stored like this
UnitHeader/ExePointer
Unit MapID(Like the ones used in AOKTS/ScenarioEditors----MAX units allowed on map is 10000)
Internal Data Pointer
Player Pointer
Current Graphic Pointer(Non Editable)
Last Used Graphic Pointer(Non Editable)
Current Graphic Pointer
TerrainBelow Pointer
Garrision Data Pointer(Number of units garrisioned and Stores the Units Base Pointers)
HP Value(The first part only)
Angle/Rotation Value
Resource Carry Amount Value
Unit State(Under Construction/Alive/Dead/Resource/Tree)
Resource Value(Food/Wood/Gold/Stone and other 195 resources)
Type Value(AGE TYPE VALUES)
Selection Outline Data Pointer(Tons of stuff here!)
Interface Command Data Pointer(Tons of stuff here!)
Target Pointer(ID of Unit to attack/resource)
Seconds Alive
Minutes Alive
Unit Creation Queue (Buildings only)
Gather Points - X - Y - Z
Gather point unit map id(Goto which unit after being created)
Completion Time/Percentage Value
And in this data i am talking about the INTERNAL DATA POINTER
which again has values according the type of unit
Like type 10-30/40 has limited data and type 50-70 have a bit more data
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