World: 
    Faction@gdi:
		Name: King Gabriel Dardanus the first (G. D. I)
		InternalName: gdi
		Description: Gabriel Dardanus
    Faction@nod:
		Name: Baron Hodsworth of Noddingen
		InternalName: nod
		Description: Baron Hodsworth
	MPStartUnits@mcvonly:
		Class: none
		ClassName: MCV Only
		Factions: gdi, nod
		BaseActor: mcvnew
	MPStartUnits@MEDIGDI:
		Class: medieval
		ClassName: Medieval
		Factions: gdi
		BaseActor: mcvnew
        InnerSupportRadius: 3
        OuterSupportRadius: 5
	MPStartUnits@MEDINOD:
		Class: medieval
		ClassName: Medieval
		Factions: nod
		BaseActor: mcvnew
        InnerSupportRadius: 3
        OuterSupportRadius: 5
	SpawnMPUnits:
		StartingUnitsClass: medieval
    -MPStartUnits@mcvonly:
	-MPStartUnits@defaultgdia:
	-MPStartUnits@defaultgdib:
	-MPStartUnits@defaultnoda:
	-MPStartUnits@defaultnodb:
	-MPStartUnits@defaultnodc:
	-MPStartUnits@heavynoda:
	-MPStartUnits@heavynodb:
	-MPStartUnits@heavygdia:
	-MPStartUnits@heavygdib:
    ResourceType@green-tib:
		Variants: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
        Palette: irontib
		MaxDensity: 12
    ResourceType@blue-tib:
        Palette: goldtib
        PipColor: Yellow
    ResourceType@copper-tib:
		ResourceType: 3
		Palette: coppertib
		TerrainType: BlueTiberium
		Variants: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
		MaxDensity: 12
		ValuePerUnit: 15
		Name: Copper
		PipColor: Green
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true

SPLIT2:
    Tooltip:
		Name: Iron Lode

SPLIT3:
    Tooltip:
		Name: Copper Lode
    SeedsResource:
		ResourceType: Copper
		Interval: 40
        
SPLITBLUE:
    Tooltip:
		Name: Gold Lode
        
        
^BaseBuilding:
	EmitInfantryOnSell:
		ActorTypes: engeneer,e1new,e1new,e1new

^IronOre:
    UpgradeManager:
    UpgradeOnTerrain:
        Upgrades: sichtbar
        TerrainTypes: Tiberium
	RenderSprites:
		Image: ironore1
		Palette: terrain
	UpgradeActorsNear:
        Range: 2c0
        Upgrades: close
        ValidStances: Ally, Enemy, Neutral
    DisableOnUpgrade:
        UpgradeTypes: sichtbar
        UpgradeMinEnabledLevel: 0
        UpgradeMaxEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 0
    WithSpriteBody@an1:
		Sequence: iron1
        UpgradeTypes: sichtbar
        UpgradeMaxEnabledLevel: 1
        UpgradeMaxAcceptedLevel: 1
        UpgradeMinEnabledLevel: 1
    WithSpriteBody@aus:
        StartSequence: iron9
		Sequence: empty 
	FrozenUnderFog:
        AlwaysVisibleStances: Ally
    Building:
        Footprint: _
        Dimensions: 1,1
		Type: CenterPosition
	BodyOrientation:
		QuantizedFacings: 1
	AutoSelectionSize:

        
^Palettes:
    FixedColorPalette@Iron:
		Base: terrain
		Name: irontib
		Color: E1A636
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
    FixedColorPalette@Gold:
		Ramp: 0.5
        Base: terrain
		Name: goldtib
		Color: FDFF00
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
    FixedColorPalette@Copper:
        Base: terrain
		Name: coppertib
		Color: FF4C1F
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
    PaletteFromFile@RA:
        Name: ra
        Filename: temperatRA.pal
        ShadowIndex: 4
    PaletteFromFile@RA_EFFECT:
        Name: ra_effect
        Filename: temperatRA.pal
        ShadowIndex: 4
    PaletteFromPaletteWithAlpha:
        Name: empty
        BasePalette: ra
        Alpha: 0
    PlayerColorPalette@RA:
        BasePalette: ra
        BaseName: raplayer
        RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
    RotationPaletteEffect@water:
		ExcludePalettes: effect, chrome, raplayer, ra_effect
		RotationBase: 32
	FlashPaletteEffect:
		Type: longflash
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, effect, ra_effect, raplayer, iron_pal, goldtib, coppertib, ra, raplayer
	FlashPaletteEffect@None:
		Length: 0
		Type: noflash
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, effect, ra_effect, raplayer, iron_pal, goldtib, coppertib, ra, raplayer

FACTNEW:
    GlobalUpgradable@4:
        Prerequisites: vehicleproduction
        Upgrades: visibility
    GlobalUpgradable@1:
        Prerequisites: barracks
        Upgrades: visibility
    GlobalUpgradable@2:
        Prerequisites: hqnew
        Upgrades: visibility
    GlobalUpgradable@3:
        Prerequisites: anycastle
        Upgrades: visibility
    WithSpriteBody:
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 0
    WithIdleOverlay@Lv1:
        Sequence: idle1
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 1
        UpgradeMaxAcceptedLevel: 1
    WithIdleOverlay@Lv2:
        Sequence: idle2
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 2
        UpgradeMaxAcceptedLevel: 2
    WithIdleOverlay@Lv3:
        Sequence: idle3
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 3
        UpgradeMaxAcceptedLevel: 3
    WithIdleOverlay@Lv4:
        Sequence: idle4
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 4
        UpgradeMaxAcceptedLevel: 4
    AttackTurreted:
    Armament@1:
		Weapon: StationBalista
		LocalOffset: 0,100,51
        Turret: primary
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 4
        UpgradeMaxAcceptedLevel: 4
    Armament@2:
		Weapon: StationBalista
		LocalOffset: 0,100,51
        Turret: secondary
        FireDelay: 60
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 4
        UpgradeMaxAcceptedLevel: 4
	BodyOrientation:
		QuantizedFacings: 8
    WithSpriteTurret@1: 
        Sequence: turretidle1
        Turret: primary
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 4
        UpgradeMaxAcceptedLevel: 4
    WithSpriteTurret@2: 
        Sequence: turretidle1
        Turret: secondary
        UpgradeTypes: visibility
        UpgradeMinEnabledLevel: 4
        UpgradeMaxAcceptedLevel: 4
	Turreted@1:
        Turret: primary
		TurnSpeed: 2
        Offset: 0,-1024,512
    Turreted@2:
        Turret: secondary
		TurnSpeed: 2
        Offset: 0,1024,512
    Selectable:
		Bounds:72,48,0,9
	SelectionDecorations:
		VisualBounds: 72,53,0,-4
    Exit@1:
		SpawnOffset: -426,85,0
		ExitCell: 0,1
    RenderSprites:
        Image: newfact
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
    AutoTarget:
	Valued:
		Cost: 4000
	Tooltip:
		Name: Keep
		Description: Constructs your village
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 2000
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 10c0
	Bib:
	Production:
		Produces: MBuilding.GDI, MBuilding.Nod, MDefenses.GDI, MDefenses.Nod
	Transforms:
		IntoActor: mcvnew
		Offset: 2,2
		Facing: 160
	ProductionQueue@GDIMBuilding:
		Type: MBuilding.GDI
		Factions: gdi
		Group: Building
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@NodMBuilding:
		Type: MBuilding.Nod
		Factions: nod
		Group: Building
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@GDIMDefence:
		Type: MDefenses.GDI
		Factions: gdi
		Group: Defence
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@NodMDefence:
		Type: MDefenses.Nod
		Factions: nod
		Group: Defence
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	BaseBuilding:
	ProductionBar@BuildingGDI:
		ProductionType: MBuilding.GDI
	ProductionBar@BuildingNod:
		ProductionType: MBuilding.Nod
	ProductionBar@BuildingGDI:
		ProductionType: MDefenses.GDI
	ProductionBar@BuildingNod:
		ProductionType: MDefenses.Nod
	BaseProvider:
		Cooldown: 100
		Range: 10c0
	Power:
		Amount: 10
	ProvidesPrerequisite@buildingname:        
    WithIdleOverlay@1:
        StartSequence: flag1start
        Sequence: flag1
        Offset: 8192,8192,0
    WithIdleOverlay@2:
        StartSequence: flag1start
        Sequence: flag1
        Offset: -8192,8192,0
    WithIdleOverlay@3:
        StartSequence: flag1start
        Sequence: flag1
        Offset: 8192,-8192,0
    WithIdleOverlay@4:
        StartSequence: flag1start
        Sequence: flag1
        Offset: -8192,-8192,0    
    WithDeathAnimation:
        DeathSequencePalette: raplayer
MCVNEW:
    Power:
		Amount: 10
    Transforms:
		IntoActor: factnew
		Offset: -2,-2
		Facing: 160
		TransformSounds: constru2.aud, hvydoor1.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	Inherits: ^Vehicle
    -WithDamageOverlay:
	Valued:
		Cost: 4000
	Tooltip:
		Name: Supply wagon
		Description: Deploys into another Keep.\n  Unarmed
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.medium, vehicleproduction
		Queue: MSiege.GDI, MSiege.Nod
	Selectable:
		Priority: 4
	Mobile:
		Speed: 65
	Health:
		HP: 1200
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
    RenderSprites:
        Image: newmcv
        PlayerPalette: raplayer
    WithInfantryBody:
    -WithFacingSpriteBody:
    WithSpriteTurret@Wagon:
        Sequence: idlewagon
    AttackFrontal:
    Armament:
        Weapon: none
    Turreted: 
        Offset: -1400,0,0
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	-GainsExperience:
	-Cloak:
	SelectionDecorations:
		VisualBounds: 36,36
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    SpawnActorOnDeath:
		Actor: MCVNEW.Husk

^MedievalInfantry:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^SpriteActor
	Huntable:
	Health:
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 5c0
	Mobile:
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Tiberium: 70
				PathingCost: 300
			BlueTiberium: 70
				PathingCost: 300
			Beach: 80
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 12,17,0,-6
	Targetable:
		TargetTypes: Ground, Infantry
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
    SelfHealing@Rotaway:
        Step: -2
        HealIfBelow: 110
        UpgradeMinEnabledLevel: 1
        UpgradeTypes: RottenKadaver
        DamageTypes: PoisonDeath
	WithDeathAnimation:
        DeathSequencePalette: raplayer
    SelfHealing@HOSPITAL:
		Step: 4
		Delay: 35
		HealIfBelow: 100
		DamageCooldown: 125
		UpgradeTypes: hospitalheal
		UpgradeMinEnabledLevel: 1
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		ReferencePoint: Bottom, Right
		UpgradeTypes: hospitalheal
		UpgradeMinEnabledLevel: 1
	AttackMove:
	DrawLineToTarget:
	HiddenUnderFog:
	Crushable:
		WarnProbability: 75
		CrushSound: squish2.aud
	Guardable:
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		ReferencePoint: Bottom, Right
		UpgradeTypes: hospitalheal
		UpgradeMinEnabledLevel: 1
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: RippedApartDeath, BallistaDeath
	DeathSounds@POISONED:
		Voice: Poisoned
		DeathTypes: PoisonDeath
	Voiced:
		VoiceSet: GenericVoice
         

MCVNEW.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Supply wagon (Destroyed)
		Icon: mcvicnh
	TransformOnCapture:
		IntoActor: mcvnew
	RenderSprites:
		Image: mcvnew.destroyed
        PlayerPalette: raplayer
    Burns:
        Interval: 8

        
^Knight:
    WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
		CrushedSequence: die-crushed
	Inherits: ^MedievalInfantry
	MustBeDestroyed:
	Tooltip:
		GenericName: Soldier
	Guard:
	AutoTarget:
		ScanRadius: 4
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand
    Power:
		Amount: -1
    Passenger:
		CargoType: Infantry
        GrantUpgrades: batteringupgrade

        
^Cavalry:
    WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 1
			PoisonDeath: 1
			BallistaDeath: 1
	Inherits: ^MedievalInfantry
	MustBeDestroyed:
	Tooltip:
		GenericName: Cavalry
	Guard:
	AutoTarget:
		ScanRadius: 7
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand
    Power:
		Amount: -2
    -Crushable:
    SelfHealing@Rotaway:
        Step: -4
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
       
^Siege:
    WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 1
			PoisonDeath: 1
			BallistaDeath: 1
	Inherits: ^MedievalInfantry
	MustBeDestroyed:
	Tooltip:
		GenericName: Cavalry
	Guard:
	AutoTarget:
		ScanRadius: 7
	WithInfantryBody:
		IdleSequences: stand
		StandSequences: stand
    Power:
		Amount: -4
    -Crushable:
    SelfHealing@Rotaway:
        Step: -6
    Selectable:
		Bounds: 35,35,0,-6
       
ENGENEER:
    Passenger:
        PipType: Yellow
	Inherits: ^Knight
	Valued:
		Cost: 500
	Tooltip:
		Name: Engineer
		Description: Can quick repair buildings and siege weapons\n Captures and damages buildings
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 56
	Captures:
		CaptureTypes: building, husk
		PlayerExperience: 50
        SabotageHPRemoval: 25
    Health:
		HP: 55
	Armament:
		Weapon: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
    RenderSprites:
        Image: engeneer
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
        
E1NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Farmer
		Description: General-purpose Person.\n  Strong vs none\n  Weak vs everything
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 66
	Health:
		HP: 50
	Armament:
		Weapon: Fork
	AttackFrontal:
    RenderSprites:
        Image: e1new
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 3
        InitialStance: AttackAnything
E2NEW:
	Inherits: ^Knight
	Valued:
		Cost: 350
	Tooltip:
		Name: Pike guard
		Description: General-purpose Infantry.\n  Strong vs Infantry\n  Has long range
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Queue: MInfantry.Nod
        Prerequisites: anyhq, ~techlevel.medium
	Mobile:
		Speed: 66
	Health:
		HP: 100
    Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
        
E3NEW:
	Inherits: ^Knight
	Valued:
		Cost: 400
	Tooltip:
		Name: Claymore
		Description: Strong vs Infantry\n  has splash damage
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
        Prerequisites: anyhq, ~techlevel.medium
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 135
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
        
E4NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 450
	Tooltip:
		Name: Bowman
		Description: Strong in distance\n  Weak at close quaters\n Can detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: ~techlevel.medium
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 40
	Health:
		HP: 60
	Armament:
		Weapon: bownarrow
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: BowNArrowSiegeTower
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: e4new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: none
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
        
        
E5NEW:
    RevealsShroud:
		Range: 8c0
	Inherits: ^Knight
	DetectCloaked:
		Range: 2c0
    Valued:
		Cost: 650
	Tooltip:
		Name: Crossbowman
		Description: Even Stronger in distance\n  Weak at close quaters\n Can detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 50
		Prerequisites: anyhq, ~techlevel.medium
		Queue: MInfantry.Nod
	Mobile:
		Speed: 45
	Health:
		HP: 80
	Armament:
		Weapon: crossbow
	AttackFrontal:
    AutoTarget:
		ScanRadius: 8
        InitialStance: AttackAnything
    RenderSprites:
        Image: e5new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
    Power:
		Amount: -2
    Passenger:
		CargoType: Archer

RMBONEW:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 1000
	Tooltip:
		Name: Knight
		Description: Elite Infantry\n  Strong vs Infantry, Buildings\n  Can not be harmed by Arrows.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 50
		Prerequisites: castle2, ~techlevel.high
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 215
	Armament:
		Weapon: claymore
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: rmbonew
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Knight
    Power:
		Amount: -3       

ASSASSIN:
    RevealsShroud:
		Range: 6c0
    DetectCloaked:
		Range: 2c0
    Cloak:
		-UpgradeTypes:
		InitialDelay: 90
		CloakDelay: 90
	Inherits: ^Knight
	Valued:
		Cost: 700
	Tooltip:
		Name: Assaassin
		Description: Stealth Infantry.\n  Strong to surprise, weak\n  Very effective against buildings.\n Can detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 80
		Queue: MInfantry.Nod
        Prerequisites: castle, ~techlevel.high
	Mobile:
		Speed: 66
	Health:
		HP: 50
    Armament:
		Weapon: dagger
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
    RenderSprites:
        Image: thief
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
    Armor:
		Type: none

ROSSNEUTRAL:
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Inherits: ^Cavalry
	Valued:
		Cost: 700
	Tooltip:
		Name: Camel Rider
	Mobile:
        TurnSpeed: 30
		Speed: 90
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 190
	Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 7
        InitialStance: AttackAnything
    RenderSprites:
        Image: rossneutral
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		AttackSequence: shoot
    Armor:
		Type: Medium
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: 0
 
ROSS1:
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Inherits: ^Cavalry
	Valued:
		Cost: 700
	Tooltip:
		Name: Light cavalry
		Description: Strong mounted Infantry.\n  Strong vs Infantry\n  Has long range, very fast
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Queue: MVehicle.Nod
	Mobile:
        TurnSpeed: 30
		Speed: 85
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 170
	Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross1
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Medium
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2

ROSS2:
    Inherits: ^Cavalry
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Valued:
		Cost: 800
	Tooltip:
		Name: Medium cavalry
		Description: Heavy mounted Infantry.\n  Very strong\n  High armored and Very fast\n Spread Damage
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.high
		Queue: MVehicle.GDI
	Mobile:
        TurnSpeed: 30
		Speed: 75
	Health:
		HP: 225
	Armament:
		Weapon: pikeaxe
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross2
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Medium
    Power:
		Amount: -2
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6    


ROSS5:
    Inherits: ^Cavalry
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Valued:
		Cost: 1500
	Tooltip:
		Name: Heavy cavalry
		Description: Super Heavy mounted Infantry.\n  Very strong\n  High armored
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
        Prerequisites: castle2, ~techlevel.high
		Queue: MVehicle.GDI
	Mobile:
        TurnSpeed: 30
		Speed: 65
	Health:
		HP: 400
	Armament:
		Weapon: mammothpike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross5
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
    Power:
		Amount: -3
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6  
    SelfHealing@Mammothtank:
        Delay: 10
		HealIfBelow: 50
		DamageCooldown: 200   

ROSS3:
    Inherits: ^Cavalry
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
    DetectCloaked:
		Range: 2c0
	Valued:
		Cost: 1000
	Tooltip:
		Name: Archer cavalry (Longbow)
		Description: Strong mounted Archer.\n  Strong vs Infantry\n  Has very long range, very fast\n Can detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
        Prerequisites: castle, ~techlevel.medium
		Queue:  MVehicle.Nod
	Mobile:
        TurnSpeed: 30
		Speed: 80
    RevealsShroud:
		Range: 8c0
	Health:
		HP: 110
	Armament:
		Weapon: longbownarrow
        LocalOffset: 0,0,500
	AttackFrontal:
    AutoTarget:
		ScanRadius: 9
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross3
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: none
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2        


ROSS4:
    Inherits: ^Cavalry
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Valued:
		Cost: 500
	Tooltip:
		Name: Spear throw cavalry
		Description: throws a spear.\n  Strong vs Infantry\n  Has less range than archer, fastest
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
        Prerequisites: ~techlevel.medium
		Queue:  MVehicle.Nod
	Mobile:
        TurnSpeed: 30
		Speed: 95
    RevealsShroud:
		Range: 8c0
	Health:
		HP: 100
	Armament:
		Weapon: spearthrow
        LocalOffset: 0,0,700
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross4
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: none
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2       

ROSS4B:
    Inherits: ^Cavalry
    UpgradeOnDamageState:
        Upgrades: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        UpgradeTypes: Slowmotion
        Modifier: 70
	Valued:
		Cost: 500
	Tooltip:
		Name: Mace cavalry
		Description: Swings a mighty mace.\n  Strong vs Infantry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
        Prerequisites: ~techlevel.medium
		Queue: MVehicle.GDI
	Mobile:
        TurnSpeed: 30
		Speed: 95
    RevealsShroud:
		Range: 8c0
	Health:
		HP: 110
	Armament:
		Weapon: mace
        LocalOffset: 0,0,0
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross4b
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: none
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2      
        
SIEGE1:
    
	Inherits: ^Siege
	Valued:
		Cost: 900
	Tooltip:
		Name: Siege Ballista
		Description: Long Range siege weapon.\n  Very strong vs Infantry, Buildings\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Queue: MSiege.GDI
	Mobile:
        TurnSpeed: 2
		Speed: 35
        SharesCell: false
	Health:
		HP: 150
	Armament:
		Weapon: siegebalista
	AttackFrontal:
    AutoTarget:
		ScanRadius: 11
    RenderSprites:
        Image: siege1
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		AttackSequence: shoot
    Armor:
		Type: Light
    Selectable:
		Bounds: 35,35,0,-6
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege


SIEGE2:
    
	Inherits: ^Siege
	Valued:
		Cost: 1000
	Tooltip:
		Name: Siege Catapult
		Description: Long Range siege weapon.\n  Very strong vs Infantry, Buildings\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Queue: MSiege.Nod
	Mobile:
        TurnSpeed: 2
		Speed: 40
        SharesCell: false
    Health:
		HP: 180
	Armament:
        LocalOffset: 0,0,500
		Weapon: siegeboulder
	AttackFrontal:
    AutoTarget:
		ScanRadius: 12
    RenderSprites:
        Image: siege2
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		AttackSequence: shoot
    Armor:
		Type: Light
    Selectable:
		Bounds: 35,35,0,-6
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege

SIEGE3:
    UpgradeManager:
    Cargo:
        MaxWeight: 4
        PipCount: 4
        Types: Infantry, Archer
        InitialUnits: e4new, e4new
        EjectOnDeath: True
	Inherits: ^Siege
	Valued:
		Cost: 1400
	Tooltip:
		Name: Siege Tower
		Description: Strongest siege weapon.\n  You can station up to 4 Archers shooting of it\n  Highly Armored, Crushes walls
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: castle2, ~techlevel.medium
		Queue: MSiege.GDI
	Mobile:
        Crushes: wall, heavywall, crate, infantry
		Speed: 40
        SharesCell: false
        TurnSpeed: 3
    Health:
		HP: 650
    WithFacingSpriteBody@top:
        Sequence: top
    RenderSprites:
        Image: siege3
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		AttackSequence: shoot
    Armor:
		Type: Heavy
    Selectable:
		Bounds: 42,54,0,-8
    SelectionDecorations:
		VisualBounds: 42,54,0,-8
    Power:
		Amount: -4
    Turreted:
    WithCargo:
        LocalOffset: -106,-244,882, 356,-244,882, -106,150,882, 356,150,882
        DisplayTypes: Infantry, Archer
    AttackGarrisoned:
        Armaments: garrisoned
        PortOffsets: -106,-244,882, 356,-244,882, -106,150,882, 356,150,882
        PortYaws: 360, 360, 360, 360
        PortCones: 360, 360, 360, 360
    Targetable:
		TargetTypes: Ground, Siege

SIEGE4:
    UpgradeManager:
    Cargo:
        MaxWeight: 8
        PipCount: 8
        Types: Infantry, Archer
        EjectOnDeath: True
	Inherits: ^Siege
	Valued:
		Cost: 1500
	Tooltip:
		Name: Battering Ram
		Description: Strongest siege weapon of Noddingen.\n  You can station up to 8 Infantry in it\n  Highly Armored, Crushes walls\n getting faster with each infantry stationed
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
        Prerequisites: castle, ~techlevel.medium
		Queue: MSiege.Nod
    Mobile:
        Crushes: wall, heavywall, crate, infantry
		Speed: 20
        SharesCell: false
        TurnSpeed: 2
    Health:
		HP: 600
    RenderSprites:
        Image: siege5
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
        MoveSequence: run
		AttackSequence: shoot
    Armor:
		Type: Knight
    Selectable:
		Bounds: 42,38,0,-8
    SelectionDecorations:
		VisualBounds: 42,38,0,-8
    AttackFrontal:
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege
    AttackFrontal:
    AutoTarget:
		ScanRadius: 4
    Armament:
        Weapon: battering
    SpeedMultiplier:
        UpgradeTypes: batteringupgrade
        Modifier: 110,120,130,140,160,180,200,220,240
        BaseLevel: 1
    ReloadDelayMultiplier:
        UpgradeTypes: batteringupgrade
        Modifier: 94,82,76,70,64,58,52,46
        BaseLevel: 1
        
EHARV:
    WithSpriteBody:
        Sequence: idle
    WithHarvestAnimation:
        HarvestSequence: harvest
    WithDockingAnimation:
	Inherits: ^Knight
	Valued:
		Cost: 550
	Tooltip:
		Name: Harvester
		Description: Collects iron, copper and gold ore.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 55
	Health:
		HP: 220
    RenderSprites:
        Image: eharv
        PlayerPalette: raplayer
    AttackFrontal:
	WithInfantryBody:
		IdleSequences: stand
    Armor:
		Type: Leather       
    Selectable:
		Priority: 7
    Harvester:
		Resources: Tiberium, BlueTiberium, Copper
		PipCount: 2
		Capacity: 10
		BaleLoadDelay: 15
		BaleUnloadDelay: 3
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 14,26,0,-6
	SelectionDecorations:
		VisualBounds: 14,26,0,-6
        
EHARVXL:
    WithSpriteBody:
        Sequence: idle
    WithHarvestAnimation:
        HarvestSequence: harvest
    WithDockingAnimation:
	Inherits: ^Cavalry
	Valued:
		Cost: 1000
	Tooltip:
		Name: Large Harvester
		Description: Collects more iron, copper and gold ore than the usual miner.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MVehicle.GDI, MVehicle.Nod
	Mobile:
		Speed: 85
	Health:
		HP: 300
    RenderSprites:
        Image: eharvxl
        PlayerPalette: raplayer
    AttackFrontal:
	WithInfantryBody:
		IdleSequences: stand
    Armor:
		Type: Heavy       
    Selectable:
		Priority: 7
    Harvester:
		Resources: Tiberium, BlueTiberium, Copper
		PipCount: 7
		Capacity: 20
		BaleLoadDelay: 12
		BaleUnloadDelay: 3
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 36,36,0,0
	SelectionDecorations:
		VisualBounds: 36,36,0,0
        
HQNEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1000
	Tooltip:
		Name: Smith
		Description: Provides radar.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
	ProvidesPrerequisite@buildingname:
    ProvidesPrerequisite:
		Prerequisite: anyhq
	RenderSprites:
        Image: hqnew
        PlayerPalette: raplayer
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 70
		Prerequisites: proc, ~techlevel.medium
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Selectable:
		Bounds: 48,40,0,9
	SelectionDecorations:
		VisualBounds: 48,53,0,-4
	RequiresPower:
	CanPowerDown:
		PowerupSound: EnablePower
		PowerdownSound: DisablePower
	DisabledOverlay:
	WithSpriteBody:
		PauseAnimationWhenDisabled: true
	Health:
		HP: 700
	RevealsShroud:
		Range: 10c0
	Bib:
	ProvidesRadar:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
	Power:
		Amount: -4
    AirstrikePower:
		Prerequisites: ~techlevel.superweapons
		Icon: cadaver
		ChargeTime: 210
		SquadSize: 1
		QuantizedFacings: 8
		Description: Throw plague cropse
		LongDesc: Deploy poisonous corpes infecting everything surrounding.
		EndChargeSpeechNotification: AirstrikeReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: EnemyPlanesApproaching
		UnitType: placeholderplane
		DisplayBeacon: True
		BeaconPoster: cadaver
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: CorpsePowerInfoOrder
    SupportPowerChargeBar:    
        
NUK2NEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 800
	Tooltip:
		Name: Large Hut
		Description: Provides more livingspace, cheaper than the\nstandard Power Hut
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 80
		Prerequisites: anyhq, ~techlevel.medium
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 700
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 20
    Selectable:
		Bounds: 48,40,0,9
	SelectionDecorations:
		VisualBounds: 48,53,0,-4
 
NUKENEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Hut
		Description: Generates livingspace
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Prerequisites: factnew
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 500
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 10
    Selectable:
		Bounds: 48,40,0,9
	SelectionDecorations:
		VisualBounds: 48,53,0,-4
 
    
PROCNEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1600
	Tooltip:
		Name: Ore Refinery
		Description: Processes raw ore\ninto useable metal
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
		Prerequisites: anypower
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: _x_ xxx ===
		Dimensions: 3,3
	Health:
		HP: 900
	RevealsShroud:
		Range: 6c0
	Bib:
	Refinery:
		DockAngle: 72
		DockOffset: 2,2
        TickRate: 4
	StoresResources:
		PipColor: Yellow
		PipCount: 10
		Capacity: 1250
	Selectable:
		Bounds: 72,56,0,12
	CustomSellValue:
		Value: 500
	FreeActor@1:
		Actor: eharv
		SpawnOffset: 1,2
		Facing: 64
    FreeActor@2:
		Actor: eharv
		SpawnOffset: 1,2
		Facing: 32
	Power:
		Amount: -5
	ProvidesPrerequisite:
        Prerequisite: proc
	SelectionDecorations:
		VisualBounds: 73,72
        
BARRNEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
		Description: Trains infantry and harvester
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: MBuilding.GDI
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 500
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -259,640,0
		ExitCell: 1,2
	Production:
		Produces: MInfantry.GDI
	ProductionQueue@1:
		Type: MInfantry.GDI
		Group: Infantry
		RequireOwner: false
		LowPowerSlowdown: 3
        Factions: gdi
	ProductionBar:
	Power:
		Amount: -2
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 48,42,0,-5
        
HANDNEW:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: handew
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
		Description: Trains infantry and harvester
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: MBuilding.Nod
	Building:
		Footprint: __ xx xx
		Dimensions: 2,3
	Health:
		HP: 500
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -259,640,0
		ExitCell: 1,2
	Production:
		Produces:  MInfantry.Nod
    ProductionQueue@2:
		Type: MInfantry.Nod
		Group: Infantry
		RequireOwner: false
		LowPowerSlowdown: 3
        Factions: nod
	ProductionBar:
	Power:
		Amount: -2
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 48,42,0,-5

STALL:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: stall
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Stables
		Description: Trains cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: proc
		Queue: MBuilding.GDI
	Building:
		Footprint: xxx xx=
		Dimensions: 3,2
	Health:
		HP: 1000
	RevealsShroud:
		Range: 4c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 1024,640,0
		ExitCell: 2,2
	Production:
		Produces: MVehicle.GDI
	ProductionQueue@1:
		Type: MVehicle.GDI
        Factions: gdi
		Group: Vehicle
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
	Power:
		Amount: -3
    ProvidesPrerequisite@buildingname:
    ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Selectable:
		Bounds: 72,48
	SelectionDecorations:
		VisualBounds: 72,64,0,-16

NODSTALL:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: nodstall
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Stables
		Description: Trains cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: proc
		Queue: MBuilding.Nod
	Building:
		Footprint: xxxx xx=x
		Dimensions: 4,2
	Health:
		HP: 1000
	RevealsShroud:
		Range: 4c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 540,540,0
		ExitCell: 2,2
	ProductionAirdrop:
        ActorType: delbir
        Produces: MVehicle.Nod
    ProductionQueue@2:
		Type: MVehicle.Nod
		Group: Vehicle
        Factions: nod
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
	Power:
		Amount: -3
    ProvidesPrerequisite@buildingname:
    ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Selectable:
		Bounds: 96,48
	SelectionDecorations:
		VisualBounds: 86,64,0,-16 
    WithIdleOverlay@1:
        StartSequence: flag1start
        Sequence: flag1
        Offset: 256,2506,0
        
CASTLE:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: castle
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Castle
		Description: Unlocks Superweapon.\nRequires power to operate
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 100
		Prerequisites: anyhq
		Queue: MBuilding.Nod
	Building:
		Footprint: ___ xxx xxx
		Dimensions: 3,3
	Health:
		HP: 2000
	RevealsShroud:
		Range: 6c0
	Bib:
	Power:
		Amount: -15
    ProvidesPrerequisite:
		Prerequisite: anyhq
    ProvidesPrerequisite@2:
		Prerequisite: anycastle
    ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 72,48,0,12
	SelectionDecorations:
		VisualBounds: 72,68,0,0
    RequiresPower:
	CanPowerDown:
		PowerupSound: EnablePower
		PowerdownSound: DisablePower
	DisabledOverlay:
    NukePower:
		Prerequisites: ~techlevel.superweapons
		Icon: cannonstrike
		Cursor: nuke
		ChargeTime: 300
		Description: Cannon Strike
		LongDesc: Launch long range cannonboulder off your casle.\nApplies heavy damage over a large area.
		EndChargeSpeechNotification: NuclearWeaponAvailable
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		LaunchSpeechNotification: NuclearWeaponLaunched
		IncomingSpeechNotification: NuclearWarheadApproaching
		MissileWeapon: cannonstrike
		DisplayBeacon: True
		BeaconPoster: cannonbeacon
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: CannonPowerInfoOrder
    SupportPowerChargeBar:

CASTLE2:
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: castle2
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1800
	Tooltip:
		Name: Castle
		Description: Unlocks Superweapon.\nRequires power to operate
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 100
		Prerequisites: anyhq
		Queue: MBuilding.GDI
	Building:
		Footprint: ___ xxx xxx
		Dimensions: 3,3
	Health:
		HP: 1800
	RevealsShroud:
		Range: 6c0
	Bib:
	Power:
		Amount: -20
    ProvidesPrerequisite:
		Prerequisite: anyhq
    ProvidesPrerequisite@buildingname:
    ProvidesPrerequisite@2:
		Prerequisite: anycastle
	Selectable:
		Bounds: 72,48,0,12
	SelectionDecorations:
		VisualBounds: 72,68,0,0
    RequiresPower:
	CanPowerDown:
		PowerupSound: EnablePower
		PowerdownSound: DisablePower
	DisabledOverlay:
    SupportPowerChargeBar:
    NukePower:
		Prerequisites: ~techlevel.superweapons
		Icon: lightning
		Cursor: ioncannon
		ChargeTime: 180
		Description: Weather control
		LongDesc: Initiate an Lightning strike.\nApplies instant damage to a small area.
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		MissileWeapon: lightningstrike
		DisplayBeacon: True
		BeaconPoster: lightbeacon
		BeaconPosterPalette: beaconposter
        BeaconPalette: raplayer
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: LightningPowerInfoOrder
        FlightDelay: 20
        SkipAscent: True
GTWNEW:
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^Defense
	Valued:
		Cost: 850
	Tooltip:
		Name: Guard Tower
		Description: Basic defensive structure.\n  Strong vs Infantry\n  Weak vs Armored
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: barracks
		Queue: MDefenses.GDI, MDefenses.Nod
		BuildDuration: 2040
		BuildDurationModifier: 40
        IconPalette: ra
	Building:
        Footprint: _ x
		Dimensions: 1,2
	Health:
		HP: 350
	RevealsShroud:
		Range: 7c0
	Bib:
		HasMinibib: Yes
	Armament@1:
		Weapon: bownarrowtower
		LocalOffset: 0,0,427
        Turret: primary
    Armament@2:
		Weapon: bownarrowtower
		LocalOffset: 0,0,427
        Turret: secondary
        FireDelay: 17
	AttackTurreted:
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 3c0
    WithSpriteTurret@1: 
        Sequence: turretidle
        AimSequence: turretanim
        Turret: primary
    WithSpriteTurret@2: 
        Sequence: turretidle
        AimSequence: turretanim
        Turret: secondary
	Turreted@1:
        Turret: primary
		TurnSpeed: 100
        Offset: -170,-170,100
    Turreted@2:
        Turret: secondary
		TurnSpeed: 100
        Offset: 170,170,100
	Power:
		Amount: -2    
    Armor:
		Type: Concrete    
    Selectable:
		Bounds: 24,24,0,12
	SelectionDecorations:
		VisualBounds: 22,24,0,12


TRIBU:
	Inherits: ^Defense
    Valued:
		Cost: 1500
	Tooltip:
		Name: Tribuchet
		Description: Long range defensive structure.
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: castle
		Queue: MDefenses.Nod
		BuildDuration: 3120
		BuildDurationModifier: 40
        IconPalette: ra
	Building:
        Footprint: _ x
		Dimensions: 1,2
	Health:
		HP: 550
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 8c0
	Bib:
		HasMinibib: Yes
	Armament:
		Weapon: tribuchetboulder
		LocalOffset: 0,0,1324
    DetectCloaked:
		Range: 3c0
	Power:
		Amount: -4
    Selectable:
		Bounds: 30,52,0,0
	SelectionDecorations:
		VisualBounds: 30,52,0,0 
    RenderSprites:
        Image: tribu
        PlayerPalette: raplayer
    BodyOrientation:
        QuantizedFacings: 32
    WithAttackAnimation:
        AttackSequence: turretanim
    WithTurretedSpriteBody:
    -WithSpriteBody:
    AttackTurreted:
    Turreted:
        TurnSpeed: 2
    WithDeathAnimation:
        DeathSequencePalette: raplayer 
        
BATO:
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: siege4
        PlayerPalette: raplayer
	Inherits: ^Defense
	Valued:
		Cost: 1400
	Tooltip:
		Name: Ballista Tower
		Description: Advanced defensive structure.\n  Long distance\n  Weak vs close quaters
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: castle2
		Queue: MDefenses.GDI
		BuildDuration: 2820
		BuildDurationModifier: 40
        IconPalette: ra
	Building:
        Footprint: _ x
		Dimensions: 1,2
	Health:
		HP: 600
	RevealsShroud:
		Range: 9c0
	Bib:
		HasMinibib: Yes
	Armament@1:
		Weapon: stationbalista
		LocalOffset: 0,0,127
        Turret: primary
	AttackTurreted:
	BodyOrientation:
		QuantizedFacings: 32
	DetectCloaked:
		Range: 3c0
    WithSpriteTurret@1: 
        Sequence: turret
        Turret: primary
	Turreted@1:
        Turret: primary
		TurnSpeed: 2
        Offset: 0,0,500
	Power:
		Amount: -4    
    Armor:
		Type: Concrete    
    Selectable:
		Bounds: 30,42,0,0
	SelectionDecorations:
		VisualBounds: 30,42,0,0 

CSTLWLL:
	Inherits: ^Wall
	Valued:
		Cost: 300
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Castle Wall
		Description: Castlewall that blocks arrows
	Buildable:
		BuildPaletteOrder: 35
		Prerequisites: workshop
		Queue: MDefenses.GDI, MDefenses.Nod
		BuildDuration: 750
		BuildDurationModifier: 40
        IconPalette: ra
	Health:
		HP: 800
	Armor:
		Type: Concrete
	BlocksProjectiles:
	Building:
    RenderSprites:
		Palette: ra
        PlayerPalette: raplayer
    SoundOnDamageTransition:
		DestroyedSounds: crumble.aud
	LineBuild:
		Range: 4
		NodeTypes: concrete
	LineBuildNode:
		Types: concrete
	WithWallSpriteBody:
		Type: concrete
    Crushable:
		CrushClasses: heavywall
        
WDWLL:
	Inherits: ^Wall
	Valued:
		Cost: 100
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Wood Wall
		Description: Woodenwall nothing else
	Buildable:
		BuildPaletteOrder: 30
		Queue: MDefenses.GDI, MDefenses.Nod
		BuildDuration: 500
		BuildDurationModifier: 40
        IconPalette: ra
	Health:
		HP: 100
	Armor:
		Type: Heavy
	Building:
    RenderSprites:
		Palette: ra
        PlayerPalette: raplayer
	LineBuild:
		Range: 5
		NodeTypes: Wood
	LineBuildNode:
		Types: Wood
	WithWallSpriteBody:
		Type: wood
    Crushable:
		CrushClasses: wall
        
WORKSHOP:
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Siege Workshop
		Description: Provides Siege weapons construction
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 60
		Prerequisites: vehicleproduction
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: xxx xx=
		Dimensions: 3,2
	Selectable:
		Bounds: 64,34,0,3
	SelectionDecorations:
		VisualBounds: 72,48
	Health:
		HP: 700
	RevealsShroud:
		Range: 5c0
	Bib:
	Power:
		Amount: -3
	ProvidesPrerequisite@buildingname: 
    RallyPoint:
	Exit@1:
		SpawnOffset: -200,200,0
		ExitCell: 0,2
	Production:
		Produces: MSiege.GDI, MSiege.Nod
	ProductionQueue@1:
		Type: MSiege.GDI
		Group: Aircraft
        Factions: gdi
		RequireOwner: false
		LowPowerSlowdown: 3
    ProductionQueue@2:
		Type: MSiege.Nod
		Group: Aircraft
        Factions: nod
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
       
PLACEHOLDERPLANE:
    RenderSprites:
        Image: placeholder
        Palette: empty
	Inherits: ^Plane
	Tooltip:
		Name:
		Description:
	Valued:
		Cost: 2000
	Aircraft:
		TurnSpeed: 4
		Speed: 373
		Repulsable: False
		AirborneUpgrades: airborne
	Health:
		HP: 150
	Armor:
		Type: Heavy
	AttackBomber:
		Armaments: gun, bombs
		Guns: gun
		Bombs: bombs
	Armament@GUNS:
		Name: gun
		Weapon: rottenkadaver
	WithMuzzleOverlay:
	Armament@BOMBS:
		Name: bombs
		Weapon: none

HOSP: 
    RenderSprites:
        Image: hospnew
        PlayerPalette: raplayer
    UpgradeActorsNear:
        Upgrades: hospitalheal
        Range: 10c0
    WithRangeCircle: 
        ValidStances: Ally, Neutral
        Range: 10c0
        

HOSP.Husk:
    Targetable:
		RequiresForceFire: yes
    -Selectable:
    Inherits:^TechBuilding
    RenderSprites:
        Image: hospnew.husk
        PlayerPalette: raplayer
    TransformOnCapture:
        ForceHealthPercentage: 25
		IntoActor: hosp
    Capturable:
        AllowAllies: True
        CaptureThreshold: 101
	CaptureNotification:
		Notification: CivilianBuildingCaptured
		

V19:
	RenderSprites:
        Image: V19new
        PlayerPalette: raplayer
    Tooltip:
		Name: Gold Deposit

V19.Husk:
    Targetable:
		RequiresForceFire: yes
    -Selectable:
    Inherits:^TechBuilding
	Capturable:
        AllowAllies: True
	CaptureNotification:
		Notification: CivilianBuildingCaptured
    TransformOnCapture:
        IntoActor: v19
        CaptureThreshold: 101
		ForceHealthPercentage: 25
    -WithIdleOverlay:
    RenderSprites:
        Image: V19new.husk
        PlayerPalette: raplayer
    Tooltip:
		Name: Gold Deposit (worn out)
		
        
BARRACKS:
	AlwaysVisible:
	Tooltip:
		Name: Infantry Production
		Description: Infantry Production

VEHICLEPRODUCTION:
	AlwaysVisible:
	Tooltip:
		Name: Stables
		Description: Stables
        
ANYPOWER:
	AlwaysVisible:
	Tooltip:
		Name: Living Quaters
		Description: Living Quaters

ANYHQ:
	AlwaysVisible:
	Tooltip:
		Name: Smith or Castle
		Description: Smith or Castle
        
ANYCASTLE:
	AlwaysVisible:
	Tooltip:
		Name: Castle
		Description: Castle

DELBIR:
	Inherits: ^Plane
	Tooltip:
		Name: Supply Bird
		Description: Drops Cavalry reinforcements on Stables
	Valued:
		Cost: 2000
	Aircraft:
		TurnSpeed: 5
		Speed: 326
		Repulsable: False
		AirborneUpgrades: airborne
		MaximumPitch: 36
    RenderSprites:
        PlayerPalette: raplayer
	Health:
		HP: 25
	Armor:
		Type: Heavy
	HiddenUnderFog:
		AlwaysVisibleStances: None
		Type: CenterPosition
	Cargo:
		MaxWeight: 10
		PipCount: 10
	DamageMultiplier@INVULNERABLE:
		Modifier: 0
	Contrail@2:
		Offset: -85,-384,150
		TrailLength: 16
        TrailWidth:0c32
	Contrail@3:
		Offset: -85,384,150
		TrailLength: 16
        TrailWidth:0c32
    WithIdleAnimation:
        Sequences: active
        Interval: 25
