KING:
	Inherits: ^Knight
    GivesBounty:
        Percentage: 50
	MustBeDestroyed:
		RequiredForShortGame: true
    Valued:
		Cost: 2000
	Tooltip:
		Name: Your Highness
		Description: The ruler over your Kingdome!\n  Very strong against Infantry and Cavalry\n  cannot attack Buildings\n  detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 1000
        Prerequisites: !king
		Queue: MInfantry.Castle
        BuildLimit: 1
    Mobile:
		Speed: 55
        Voice: Move
	Guard:
		Voice: Move
	Passenger:
		PipType: Red
		Voice: Move
	Health:
		HP: 35000
	Armament:
		Weapon: kingssword
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	-WithInfantryBody:
	WithFacingSpriteBody:
        StartSequence: make
        Sequence: idle
    WithMoveAnimation: 
        MoveSequence: move
    WithAttackAnimation:
        AttackSequence: shoot
    Armor:
		Type: Knight
    AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Attack
	AnnounceOnBuild:
	AnnounceOnKill:
    Voiced:
		VoiceSet: CommandoVoice
    SpawnActorOnDeath@1:
        DeathType: DefaultDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@2:
        DeathType: RippedApartDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@3:
        DeathType: PoisonDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@4:
        DeathType: BallistaDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@5:
        DeathType: BurnToDeath
        Probability: 100
        Actor: Husk.KING
    -WithDeathAnimation:
    UpgradeActorsNear:
        Upgrades: KingIsNear
        Range: 7c0
    SelfHealing@AlwaysHeals:
        Delay: 10
        Step: 500
		HealIfBelow: 110
		DamageCooldown: 200 
    DetectCloaked:
		Range: 3c0
    Captures:
		CaptureTypes: horse
		PlayerExperience: 200
        Sabotage: False
        Voice: Attack
    -Crushable:
        
 
Husk.KING:
    Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor		
    Tooltip:
		Name: Surrendered
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	WithSpriteBody:
        StartSequence: die1
        Sequence: stand-dead
	SelfHealing@EndOfSurrender:
        Step: -100
        HealIfBelow: 110
        Delay: 25
        DamageTypes: KingSurrender
	Health:
        HP: 6000
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 2c0
	Mobile:
        Speed: 0
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 1
			Rough: 1
			Road: 1
			Tiberium: 1
			BlueTiberium: 1
			Beach: 1
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
        Priority: 8
		Bounds: 12,17,0,-6
	QuantizeFacingsFromSequence:
		Sequence: stand-dead
	HiddenUnderFog:
    SpawnActorOnDeath:
        Actor: KING
        DeathType: KingSurrender
        SkipMakeAnimations: false
    ProvidesPrerequisite:
		Prerequisite: king  
        
Husk2.KING:
    Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
    Tooltip:
		Name: Preparing
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	WithSpriteBody:
        StartSequence: die1
        Sequence: stand-dead
	SelfHealing@EndOfSurrender:
        Step: -100
        HealIfBelow: 110
        Delay: 25
        DamageTypes: KingSurrender
	Health:
        HP: 15000
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 2c0
	Mobile:
        Speed: 0
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 1
			Rough: 1
			Road: 1
			Tiberium: 1
			BlueTiberium: 1
			Beach: 1
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
        Priority: 8
		Bounds: 12,17,0,-6
	QuantizeFacingsFromSequence:
		Sequence: stand-dead
	HiddenUnderFog:
    SpawnActorOnDeath:
        Actor: KING
        DeathType: KingSurrender
        SkipMakeAnimations: false
    ProvidesPrerequisite:
		Prerequisite: king 
    

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.\n  Unarmed
	Selectable:
		Priority: 9
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 39
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 56
	Captures:
		CaptureTypes: building, husk
		PlayerExperience: 50
        SabotageHPRemoval: 10
    Health:
		HP: 4000
	Armament:
		Weapon: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
    RenderSprites:
        Image: engeneer
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    Armor:
		Type: Leather
    Voiced:
		VoiceSet: EngineerVoice
        
E1NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Farmer
		Description: General-purpose Person.\n  Strong vs none\n  Weak vs everything
	Mobile:
		Speed: 56
	Health:
		HP: 5000
	Armament:
		Weapon: Fork
	AttackFrontal:
    RenderSprites:
        Image: e1new
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 3
        InitialStance: AttackAnything
    Power:
		Amount: 0
    Wanders:
        WanderMoveRadius: 2
        MinMoveDelay: 50
        MaxMoveDelay: 250
E2NEW:
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Pike Guard
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Queue:  MInfantry.Nod, MInfantry.Horse
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
        
E2NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Pike Guard
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Queue: MInfantry.GDI
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pikespread
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
        
E3NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
E3NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MInfantry.Nod, MInfantry.Horse
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
BARBAR:
	Inherits: ^Knight
	Valued:
		Cost: 250
	Tooltip:
		Name: Bandit
        Description: Very tough and fast fighter.\n  Strong vs Infantry\n  Weak vs Cavalry
    Mobile:
		Speed: 75
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Queue: MInfantry.Bandit
        BuildDuration: 360
	Health:
		HP: 15000
	Armament:
		Weapon: broadswordmongol
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: mongol
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
E9NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Fire Mage
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Cavalry\n  Detects cloaked units\n  Can attack Aircrafts
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anyhq
		Queue: MInfantry.Nod, MInfantry.Horse
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	Armament@Ground:
		Weapon: magefire
        LocalOffset: 541,-50,256
        FireDelay: 3
    Armament@Air:
		Weapon: magefireair
        LocalOffset: 541,-50,256
        FireDelay: 3
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: magefiresiegetower
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: firmag
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: MageVoice
        
E4NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Archer
		Description: Advanced Anti-infantry unit.\n  Strong vs Light Infantry\n  Weak vs Cavalry and heavy Infantry\n  Detects cloaked units\n  Can attack Aircrafts
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 25
		Queue: MInfantry.GDI, MInfantry.Nod, MInfantry.Horse
	Mobile:
		Speed: 60
	Health:
		HP: 5000
	Armament:
		Weapon: bownarrow
        LocalOffset: 341,20,356
    Armament@Air:
		Weapon: bownarrowair
        LocalOffset: 341,20,356
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: BowNArrowSiegeTower
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: e4new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
        
        
E5NEW:
    RevealsShroud:
		Range: 8c0
	Inherits: ^Knight
	DetectCloaked:
		Range: 2c0
    Valued:
		Cost: 400
	Tooltip:
		Name: Crossbowman
		Description: Advanced general-purpose infantry.\n  Strong vs all Ground units\n  Detects cloaked units\n  Can attack Aircrafts
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: anycastle, ~techlevel.medium
		Queue: MInfantry.Nod, MInfantry.Horse
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	Armament:
		Weapon: crossbow
        LocalOffset: 341,0,456
    Armament@Air:
		Weapon: crossbowair
        LocalOffset: 341,0,456
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: crossbowsiegetower
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: e5new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
    Power:
		Amount: -2
    Passenger:
		CargoType: Archer

RMBONEW:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 450
	Tooltip:
		Name: Paladin
		Description: Elite Infantry\n Strong vs Infantry, Buildings\n  Arrow proofed.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: anyhq, ~techlevel.high
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 6000
	Armament:
		Weapon: claymore
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: rmbonew
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Knight
    Power:
		Amount: -1    
        
NEWCOMM:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 1000
	Tooltip:
		Name: Juggernaut
		Description: Juggernaut Infantry \n Very Strong vs Infantry, Buildings\n  Can only slightly be harmed by Arrows.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 50
		Prerequisites: anycastle, ~techlevel.high
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 49000
	Armament@1:
		Weapon: sledgehammer
    AttackFrontal:
        Armaments: primary
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: newcomm
        PlayerPalette: raplayer
	-WithInfantryBody:
    WithFacingSpriteBody:
        Sequence: idle
    WithMoveAnimation: 
        MoveSequence: move
    WithAttackAnimation:
        AttackSequence: shoot
    Armor:
		Type: Knight
    Power:
		Amount: -2  
    Voiced:
		VoiceSet: PaladinVoice 
    AnnounceOnBuild:
	AnnounceOnKill:

ASSASSIN:
    RevealsShroud:
		Range: 6c0
    DetectCloaked:
		Range: 2c0
    Cloak:
		-UpgradeTypes:
		InitialDelay: 90
		CloakDelay: 90
	Inherits: ^Knight
	Valued:
		Cost: 800
	Tooltip:
		Name: Assaassin
		Description: Mid/Long-range knifthrowing infantry that can cloak.\nHas weak armor. Can be spotted by some infantry and defense structures.\n  Strong vs Cavalry, Infantry.\n  Sets buildings on fire.\n  Detects cloaked units\n  Can attack Aircrafts
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 80
		Queue: MInfantry.Nod, MInfantry.Horse
        Prerequisites: anycastle, ~techlevel.high
	Mobile:
		Speed: 66
	Health:
		HP: 7000
    Armament@dagger:
		Weapon: dagger
        LocalOffset: 241,80,356
    Armament@fire:
		Weapon: setfire
        LocalOffset: 241,80,356
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: DaggerSiegeTower
    AttackFrontal:
    RenderSprites:
        Image: thief
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
    Armor:
		Type: Leather
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: AssasinVoice

EHARV:
    WithSpriteBody:
        Sequence: idle
    WithHarvestAnimation:
        HarvestSequence: harvest
    WithDockingAnimation:
	Inherits: ^Knight
	Valued:
		Cost: 550
	Tooltip:
		Name: Harvester
		Description: Collects iron, copper and gold ore.\n  Unarmed
	Mobile:
		Speed: 55
	Health:
		HP: 22000
    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  