FACTNEW:
    Inherits: ^BaseBuilding
    GlobalUpgradable@4:
        Prerequisites: vehicleproduction
        Upgrades: visibility
    GlobalUpgradable@1:
        Prerequisites: barracks
        Upgrades: visibility
    GlobalUpgradable@2:
        Prerequisites: anyhq
        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
	BodyOrientation:
		QuantizedFacings: 8
    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
	Valued:
		Cost: 4000
	Tooltip:
		Name: Keep
		Description: Constructs your village
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 200000
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 10c0
	Bib:
	Production:
		Produces: MBuilding.GDI, MBuilding.Nod, MDefenses.GDI, MDefenses.Nod
	Transforms:
		IntoActor: mcvnew
		Offset: 1,1
		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@DefGDI:
		ProductionType: MDefenses.GDI
	ProductionBar@DefNod:
		ProductionType: MDefenses.Nod
	BaseProvider:
		Cooldown: 150
		Range: 14c0
	Power:
		Amount: 10
	ProvidesPrerequisite@buildingname:        
    WithDeathAnimation:
        DeathSequencePalette: raplayer
 
FACTNEW.GDI:
	Inherits: FACTNEW
	RenderSprites:
		Image: newfact
	Buildable:
		Queue: MBuilding.GDI, MBuilding.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: gdi
        IconPalette: ra
	Tooltip:
		Name: Construction Yard (GDI)

FACTNEW.NOD:
	Inherits: FACTNEW
	RenderSprites:
		Image: newfact
	Buildable:
		Queue: MBuilding.GDI, MBuilding.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: nod
        IconPalette: ra
	Tooltip:
		Name: Construction Yard (Nod)
 
SPLIT2:
    Tooltip:
		Name: Iron Mine
    RenderSprites:
        Image: ironmine
        PlayerPalette: raplayer
        Palette: ra

SPLIT3:
    RenderSprites:
        Image: coppermine
        PlayerPalette: raplayer
        Palette: ra
    Tooltip:
		Name: Copper Mine
    SeedsResource:
		ResourceType: Copper
		Interval: 40
        
SPLITBLUE:
    Tooltip:
		Name: Gold Mine
    RenderSprites:
        Image: goldmine
        PlayerPalette: raplayer
        Palette: ra
        
HQNEWNOD:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
	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.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: 70000
	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: NewAirstrike
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: NewAirstrikeAnnounce
		UnitType: placeholderplane
		DisplayBeacon: True
		BeaconPoster: cadaver
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: CorpsePowerInfoOrder
    SupportPowerChargeBar:    
    
HQNEWGDI:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
	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
	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: 70000
	RevealsShroud:
		Range: 10c0
	Bib:
	ProvidesRadar:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
	Power:
		Amount: -4
    AirstrikePower:
		Prerequisites: ~techlevel.superweapons
		Icon: firestorm
		ChargeTime: 210
        SquadOffset	-236,236,0
		SquadSize: 3
		QuantizedFacings: 8
		Description: Pulverising Fire Storm
		LongDesc: Discription.
		EndChargeSpeechNotification: NewAirstrike
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: NewAirstrikeAnnounce
		UnitType: placeholderflamestrike
		DisplayBeacon: True
		BeaconPoster: firestormbeacon
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: ArrowsPowerInfoOrder
    SupportPowerChargeBar:    
        
NUK2NEW:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	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: 70000
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 38
    Selectable:
		Bounds: 48,40,0,9
	SelectionDecorations:
		VisualBounds: 48,53,0,-4
    SpawnActorOnDeath@Farmer1:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer2:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer3:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer4:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer5:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
 
NUKENEW:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Valued:
		Cost: 500
	Tooltip:
		Name: Shack
		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: 50000
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 19
    Selectable:
		Bounds: 48,40,0,9
	SelectionDecorations:
		VisualBounds: 48,53,0,-4
    SpawnActorOnDeath@Farmer1:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer2:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
    SpawnActorOnDeath@Farmer3:
        Actor: e1new
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Creeps
 
    
PROCNEW:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Valued:
		Cost: 1600
	Tooltip:
		Name: Ore Refinery
		Description: Processes raw ore\ninto useable metal (Money!!! Cash!!! $$$$!)
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
		Prerequisites: anypower
		Queue: MBuilding.GDI, MBuilding.Nod
	Building:
		Footprint: _x_ xxx xx=
		Dimensions: 3,3
	Health:
		HP: 90000
	RevealsShroud:
		Range: 6c0
	Bib:
	Refinery:
		DockAngle: 72
		DockOffset: 2,2
        TickRate: 4
	StoresResources:
		PipColor: Yellow
		PipCount: 10
		Capacity: 2000
	Selectable:
		Bounds: 72,56,0,12
	CustomSellValue:
		Value: 500
	FreeActor@1:
		Actor: eharvxl
		SpawnOffset: 1,2
		Facing: 64
	Power:
		Amount: -5
	ProvidesPrerequisite:
        Prerequisite: proc
	SelectionDecorations:
		VisualBounds: 73,72
 
SILONEW:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 300
	Tooltip:
		Name: Smelter
		Description: Stores additional Ore
	Buildable:
		BuildPaletteOrder: 35
		Prerequisites: proc
		Queue: MDefenses.GDI, MDefenses.Nod
        IconPalette: ra
	Building:
		Footprint: _x xx
		Dimensions: 2,2
	-GivesBuildableArea:
	Health:
		HP: 40000
	RevealsShroud:
		Range: 4c0
	Bib:
		HasMinibib: Yes
	WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: silonew
        PlayerPalette: raplayer
	WithSpriteBody:
	AutoSelectionSize:
	WithSiloAnimation:
	StoresResources:
		PipCount: 10
		PipColor: Green
		Capacity: 2000
	-EmitInfantryOnSell:
	Power:
		Amount: -1
	MustBeDestroyed:
		RequiredForShortGame: false
	SelectionDecorations:
		VisualBounds: 50,50
 
TROJAN:
	Inherits: ^BaseBuilding
    Armor:
		Type: Knight
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: trojanhorse
        PlayerPalette: raplayer
	Valued:
		Cost: 4000
	Tooltip:
		Name: Wooden Horse
	Building:
		Footprint: x =
		Dimensions: 1,2
	Health:
		HP: 75000
	RevealsShroud:
		Range: 5c0
	Bib:
		HasMinibib: Yes
	RallyPoint:
	Exit@1:
		SpawnOffset: 0,-512,0
		ExitCell: 0,1
    Exit@2:
		SpawnOffset: 0,-512,0
		ExitCell: 0,-1 
    Exit@3:
		SpawnOffset: 0,-512,0
		ExitCell: 1,0 
    Exit@4:
		SpawnOffset: 0,-512,0
		ExitCell: -1,0 
	Production:
		Produces: MInfantry.Horse
	ProductionQueue@1:
		Type: MInfantry.Horse
		Group: Infantry
		LowPowerSlowdown: 1
        BuildDurationModifier: 30
	ProductionBar:
	Power:
		Amount: 0
	Selectable:
		Bounds: 32,32,0,-30
    ProvidesPrerequisite@buildingname:
    -Capturable:
 
BARRNEW:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        PlayerPalette: raplayer
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
		Description: Trains and heals infantry only
    UpgradeActorsNear:
        Upgrades: hospitalhealbarr
        Range: 5c0
    WithRangeCircle: 
        ValidStances: Ally, Neutral
        Range: 5c0
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: MBuilding.GDI
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 50000
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -259,640,0
		ExitCell: 0,2
    Exit@2:
		SpawnOffset: 0,640,0
		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:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: handew
        PlayerPalette: raplayer
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
		Description: Trains and heals infantry only
	ProvidesPrerequisite:
		Prerequisite: barracks
	UpgradeActorsNear:
        Upgrades: hospitalhealbarr
        Range: 5c0
    WithRangeCircle: 
        ValidStances: Ally, Neutral
        Range: 5c0
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: MBuilding.Nod
	Building:
		Footprint: __ xx xx
		Dimensions: 2,3
	Health:
		HP: 50000
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 426,938,0
		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:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: stall
        PlayerPalette: raplayer
	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: 100000
	RevealsShroud:
		Range: 4c0
    WithProductionDoorOverlay:
		Sequence: build-top
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 554,682,0
		ExitCell: 2,2
        ExitDelay: 10
	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
    SpawnActorOnDeath@Ross1:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross2:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross3:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross4:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
        
NODSTALL:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: nodstall
        PlayerPalette: raplayer
	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: 100000
	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,-4 
    WithIdleOverlay@1:
        StartSequence: flag1start
        Sequence: flag1
        Offset: 256,2506,0
    SpawnActorOnDeath@Ross1:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross2:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross3:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
    SpawnActorOnDeath@Ross4:
        Actor: emptyross
        Probability: 33
        OwnerType: InternalName
        InternalOwner: Neutral
        
CASTLE:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: castle
        PlayerPalette: raplayer
	Valued:
		Cost: 2000
	Tooltip:
		Name: Castle
		Description: Unlocks Superweapon.\n Unlocks Heavy Cavalry, Knight's and Tribuchet.\nRequires power to operate.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 100
		Prerequisites: anyhq
		Queue: MBuilding.Nod
	Building:
		Footprint: ___ xxx xxx
		Dimensions: 3,3
	Health:
		HP: 200000
	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: NodcannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		LaunchSpeechNotification: NodcannonLaunch
		IncomingSpeechNotification: NodcannonApproach
        BeginChargeSpeechNotification: NodcannonCharge
		MissileWeapon: cannonstrike
		DisplayBeacon: True
		BeaconPoster: cannonbeacon
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: CannonPowerInfoOrder
    SupportPowerChargeBar:

CASTLE2:
	Inherits: ^BaseBuilding
    Armor:
		Type: Concrete
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: castle2
        PlayerPalette: raplayer
	Valued:
		Cost: 1800
	Tooltip:
		Name: Castle
		Description: Unlocks Superweapon.\n Unlocks Assasines, Crossbows and Ballista Towers.\nRequires power to operate.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 100
		Prerequisites: anyhq
		Queue: MBuilding.GDI
	Building:
		Footprint: ___ xxx xxx
		Dimensions: 3,3
	Health:
		HP: 180000
	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: LightningReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
        BeginChargeSpeechNotification: LightningCharge
		MissileWeapon: lightningstrike
		DisplayBeacon: True
		BeaconPoster: lightbeacon
		BeaconPosterPalette: beaconposter
        BeaconPalette: raplayer
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: LightningPowerInfoOrder
        FlightDelay: 20
        SkipAscent: True
        
WORKSHOPNOD:
	Inherits: ^BaseBuilding
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: workshop
        PlayerPalette: raplayer
	Valued:
		Cost: 1500
	Tooltip:
		Name: Siege Workshop
		Description: Provides Siege weapons construction
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 60
		Prerequisites: proc
		Queue: MBuilding.Nod
	Building:
		Footprint: xxx xx=
		Dimensions: 3,2
	Selectable:
		Bounds: 64,34,0,3
	SelectionDecorations:
		VisualBounds: 72,48
	Health:
		HP: 70000
	RevealsShroud:
		Range: 5c0
	Bib:
	Power:
		Amount: -3
	ProvidesPrerequisite@buildingname: 
    RallyPoint:
	Exit@1:
		SpawnOffset: -200,200,0
		ExitCell: 0,2
	Production:
		Produces: MSiege.Nod
    ProductionQueue@2:
		Type: MSiege.Nod
		Group: Aircraft
        Factions: nod
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
    SpawnActorPower:
		Prerequisites: ~techlevel.superweapons
		Icon: trojan
		ChargeTime: 280
        Actor: trojan
        LifeTime: 2250
		Description: Wooden Horse 
		LongDesc: Wooden horse constructed to provide large bundles of infantry, seemingly never ending.\n  - Flamewh33l
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayBeacon: True
		BeaconPoster: trojanbeacon
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
        OrderName: TrojanPowerInfoOrder
        EndChargeSpeechNotification: ReadyHorse
        IncomingSpeechNotification: IncomingHorse
    SupportPowerChargeBar:
    WithIdleAnimation:
        Interval: 360
    ProvidesPrerequisite@2:
		Prerequisite: anyworkshop

WORKSHOPGDI:
	Inherits: ^BaseBuilding
    WithDeathAnimation:
        DeathSequencePalette: raplayer
    RenderSprites:
        Image: workshop
        PlayerPalette: raplayer
	Valued:
		Cost: 1500
	Tooltip:
		Name: Siege Workshop
		Description: Provides Siege weapons construction
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 60
		Prerequisites: proc
		Queue: MBuilding.GDI
	Building:
		Footprint: xxx xx=
		Dimensions: 3,2
	Selectable:
		Bounds: 64,34,0,3
	SelectionDecorations:
		VisualBounds: 72,48
	Health:
		HP: 70000
	RevealsShroud:
		Range: 5c0
	Bib:
	Power:
		Amount: -3
	ProvidesPrerequisite@buildingname: 
    RallyPoint:
	Exit@1:
		SpawnOffset: -200,200,0
		ExitCell: 0,2
	Production:
		Produces: MSiege.GDI
	ProductionQueue@1:
		Type: MSiege.GDI
		Group: Aircraft
        Factions: gdi
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
    ProduceActorPower:
		Prerequisites: ~techlevel.superweapons
		Icon: strangedavinci
		ChargeTime: 280
        Actors: davinci
        Type: MSiege.GDI
		Description: Strange Aircraft
		LongDesc: The Engineers have developed some verey strange prototype for battletest.
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayBeacon: False
		DisplayRadarPing: False
		CameraActor: camera
        OrderName: StrangePowerInfoOrder
        EndChargeSpeechNotification: StrangeReady
    SupportPowerChargeBar: 
    WithIdleAnimation:
        Interval: 360
    ProvidesPrerequisite@2:
		Prerequisite: anyworkshop

    
HOSP: 
    SpawnActorOnDeath:
		Actor: HOSP.Husk
        OwnerType: InternalName
		InternalOwner: Neutral
    RenderSprites:
        Image: hospnew
        PlayerPalette: raplayer
    UpgradeActorsNear:
        Upgrades: hospitalheal
        Range: 10c0
    WithRangeCircle: 
        ValidStances: Ally, Neutral
        Range: 10c0
    Health:
		HP: 250000
    Production:
		Produces: MHosp.Medi
	ProductionQueue:
		Type: MHosp.Medi
		Group: none
		RequireOwner: false
		LowPowerSlowdown: 3
    ProduceActorPower:
		Prerequisites: ~techlevel.superweapons
		Icon: ddicon
		ChargeTime: 250
        Actors: ddler
        Type: MHosp.Medi
		Description: Deathdealer
		LongDesc: Send a Deathdealer to the battlefield, infecting all nearby enemy ground troops.
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayBeacon: False
		DisplayRadarPing: False
		CameraActor: camera
        OrderName: DeathdealerPowerInfoOrder
        EndChargeSpeechNotification: ReadyDeath
        IncomingSpeechNotification: IncomingDeath
    Exit@1:
		SpawnOffset: -213,-426,0
		ExitCell: 1,2
    Exit@2:
		SpawnOffset: -213,-426,0
		ExitCell: 0,2
    Exit@3:
		SpawnOffset: -213,-426,0
		ExitCell: 2,1
    Exit@4:
		SpawnOffset: -213,-426,0
		ExitCell: -1,1
    Exit@5:
		SpawnOffset: -213,-426,0
		ExitCell: 1,-1
        
LARGECASTLE: 
    Inherits: ^TechBuilding	
    -Capturable:
    Tooltip:
        Name: Large Castle
    Building:
		Footprint: __x__ xxxxx xxxxx xxxxx xxxxx
		Dimensions: 5,5    
    SpawnActorOnDeath:
		Actor: LARGECASTLE.Husk
        OwnerType: InternalName
		InternalOwner: Neutral
    RenderSprites:
        Image: largecastle
        PlayerPalette: raplayer
    Health:
		HP: 1000000

LARGECASTLE.Husk:
    Inherits: ^TechBuilding	
    Targetable:
		RequiresForceFire: yes
    -Selectable:
    RenderSprites:
        Image: largecastle.husk
        PlayerPalette: raplayer
    Health:
		HP: 500000
    Tooltip:
        Name: Large Castle (Ruins)
    Building:
		Footprint: __x__ xxxxx xxxxx xxxxx xxxxx
		Dimensions: 5,5 
        
LARGECASTLECAPTURE: 
    Inherits: ^TechBuilding	
    Tooltip:
        Name: Large Castle (Capturable)
    Building:
		Footprint: __x__ xxxxx xxxxx xxxxx xxxx=
		Dimensions: 5,5    
    SpawnActorOnDeath:
		Actor: LARGECASTLECAPTURE.Husk
        OwnerType: InternalName
		InternalOwner: Neutral
    RenderSprites:
        Image: largecastlecolor
        PlayerPalette: raplayer
    Health:
		HP: 1000000
    Production:
		Produces: MInfantry.Castle
	ProductionQueue:
		Type: MInfantry.Castle
		Group: Infantry
		RequireOwner: false
		LowPowerSlowdown: 3
    Exit@1:
		SpawnOffset: 0,1365,0
		ExitCell: 4,4
    ProductionBar:

LARGECASTLECAPTURE.Husk:
    Inherits: ^TechBuilding	
    Targetable:
		RequiresForceFire: yes
    -Selectable:
    RenderSprites:
        Image: largecastlecolor.husk
        PlayerPalette: raplayer
    Health:
		HP: 500000
    Tooltip:
        Name: Large Castle (Ruins)
    Building:
		Footprint: __x__ xxxxx xxxxx xxxxx xxxx=
		Dimensions: 5,5
    TransformOnCapture:
        ForceHealthPercentage: 25
		IntoActor: largecastlecapture
    Capturable:
        AllowAllies: True
        CaptureThreshold: 101
	CaptureNotification:
		Notification: CivilianBuildingCaptured

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
    Health:
		HP: 125000
		

V19:
	RenderSprites:
        Image: V19new
        PlayerPalette: raplayer
    Tooltip:
		Name: Gold Deposit
    Health:
		HP: 100000
    SpawnActorOnDeath:
		Actor: V19.Husk
        OwnerType: InternalName
		InternalOwner: Neutral

V19.Husk:
    Inherits:^TechBuilding
    Targetable:
		RequiresForceFire: yes
    -Selectable:
	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)
    Health:
		HP: 50000
        
MISS:
    Inherits: ^TechBuilding		
    RenderSprites:
        Image: missnew
        PlayerPalette: raplayer
    Capturable:
    Tooltip:
        Name: Observation Post
    RevealsShroud:
        Range: 29c0
    Health:
        HP: 250000
    RepairableBuilding:
    EngineerRepairable:
    CaptureNotification:
        Notification: CivilianBuildingCaptured
        
BACAMP:
    Inherits: ^TechBuilding		
    RenderSprites:
        Image: bacamp
        PlayerPalette: raplayer
    Capturable:
    Tooltip:
        Name: Bandit Camp
    RevealsShroud:
        Range: 4c0
    Health:
        HP: 300000
    RepairableBuilding:
    EngineerRepairable:
    CaptureNotification:
        Notification: CivilianBuildingCaptured 
    Exit@1:
		SpawnOffset: 0,0,0
		ExitCell: 0,1
	Production:
		Produces: MInfantry.Bandit
	ProductionQueue:
		Type: MInfantry.Bandit
		Group: Infantry
		RequireOwner: false
		LowPowerSlowdown: 3
	ProductionBar:
	RallyPoint:
		Offset: 0,-1
	SpawnActorOnDeath:
		Actor: BACAMP.Husk
        OwnerType: InternalName
		InternalOwner: Neutral
    Building:
		Footprint: _xx =xx xxx
		Dimensions: 3,3
    Bib:
		HasMinibib: Yes

        
BACAMP.Husk:
	Inherits:^TechBuilding
    RenderSprites:
        PlayerPalette: raplayer
    Targetable:
		RequiresForceFire: yes
    -Selectable:
	Building:
		Footprint: _xx =xx xxx
		Dimensions: 3,3
	Tooltip:
		Name: Bandit Camp (Destroyed)
    Health:
        HP: 200000
    Capturable:
        AllowAllies: True
        CaptureThreshold: 101
	CaptureNotification:
		Notification: CivilianBuildingCaptured
    TransformOnCapture:
        IntoActor: bacamp
        CaptureThreshold: 101
		ForceHealthPercentage: 25
    Bib:
		HasMinibib: Yes
        
BARRACKS:
	AlwaysVisible:
	Tooltip:
		Name: Infantry Production
		Description: Infantry Production
        
ANYWORKSHOP:
	AlwaysVisible:
	Tooltip:
		Name: Workshop
		Description: Siege 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

DECOR1:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Barrel
    RenderSprites:
        Image: decor1
        Palette: ra
    Health:
		HP: 5000
        
DECOR2:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Barrels   
    RenderSprites:
        Image: decor2
        Palette: ra
    Health:
		HP: 5000
        
DECOR3:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Anvil   
    RenderSprites:
        Image: decor3
        Palette: ra
    Health:
		HP: 20000
        
DECOR4:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Kart    
    RenderSprites:
        Image: decor4
        Palette: ra
    Health:
		HP: 5000
        
DECOR5:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Karts    
    RenderSprites:
        Image: decor5
        Palette: ra
    Health:
		HP: 10000
        
DECOR6:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Target    
    RenderSprites:
        Image: decor6
        Palette: ra
    Health:
		HP: 5000
        
DECOR7:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Target   
    RenderSprites:
        Image: decor7
        Palette: ra
    Health:
		HP: 5000
        
DECOR8:
 	Inherits: ^CivBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Smelter    
    RenderSprites:
        Image: decor8
        Palette: ra
    Health:
		HP: 13000
        
DECOR9:
 	Inherits: ^CivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Stand   
    RenderSprites:
        Image: decor9
        Palette: ra
    Health:
		HP: 10000