MWCIV1:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv1
        PlayerPalette: raplayer
        
MWCIV2:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv2
        PlayerPalette: raplayer
        
MWCIV3:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv3
        PlayerPalette: raplayer
        
MWCIV4:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv4
        PlayerPalette: raplayer
	Voiced:
		VoiceSet: CivilianFemaleVoice
        
MWCIV5:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv5
        PlayerPalette: raplayer
	Voiced:
		VoiceSet: CivilianFemaleVoice
        
MWCIV6:
	Inherits: ^MWCiv
    RenderSprites:
        Image: mwciv6
        PlayerPalette: raplayer

KING:
	Inherits: ^Knight
    GivesBounty:
        Percentage: 50
	MustBeDestroyed:
		RequiredForShortGame: true
    Valued:
		Cost: 2000
	Tooltip:
		Name: Your Highness
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 1000
        Prerequisites: !king
		Description: The ruler over your Kingdome!\n  Very strong against Infantry and Cavalry\n  cannot attack Buildings\n  detect cloaked units
		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: 2
        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:
    ProximityExternalCondition@HEAL:
        Range: 7c0
        ValidStances: Ally
        Condition: KingIsNear
    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
	Selectable:
		Priority: 9
    Buildable:
		Description: Can quick repair buildings and siege weapons.\n Captures and damages buildings.\n  Unarmed
        IconPalette: raicon
		BuildPaletteOrder: 39
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 56
	Captures:
		CaptureTypes: building, husk
		PlayerExperience: 50
        SabotageHPRemoval: 10
    Health:
		HP: 2000
	Armament:
		Weapon: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
    RenderSprites:
        Image: engeneer
        PlayerPalette: raplayer
    WithInfantryBody:
		DefaultAttackSequence: shoot
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    Armor:
		Type: Leather
    Voiced:
		VoiceSet: EngineerVoice
        
E1NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Farmer
	Mobile:
		Speed: 56
	Health:
		HP: 7000
	Armament:
		Weapon: Fork
	AttackFrontal:
    RenderSprites:
        Image: e1new
        PlayerPalette: raplayer
    WithInfantryBody:
		DefaultAttackSequence: shoot
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    Armor:
		Type: Leather
    Power:
		Amount: 0
    Wanders:
        WanderMoveRadius: 2
        MinMoveDelay: 50
        MaxMoveDelay: 250

E2NEW:
	Inherits: ^Knight
	Valued:
		Cost: 200
	Tooltip:
		Name: Pike Guard
	Buildable:
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
        IconPalette: raicon
		BuildPaletteOrder: 10
		Queue:  MInfantry.Nod, MInfantry.Horse
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Voiced:
		VoiceSet: NodPikeVoice
        
E2NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 200
	Tooltip:
		Name: Pike Guard
	Buildable:
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
        IconPalette: raicon
		BuildPaletteOrder: 10
		Queue: MInfantry.GDI
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pikespread
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Voiced:
		VoiceSet: GDIPikeVoice
        
E3NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
	Buildable:
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
        IconPalette: raicon
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
    Voiced:
		VoiceSet: GDIKnightVoice
        
E3NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
	Buildable:
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
        IconPalette: raicon
		BuildPaletteOrder: 0
		Queue: MInfantry.Nod, MInfantry.Horse
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
    Voiced:
		VoiceSet: NodKnightVoice
        
BARBAR:
	Inherits: ^Knight
	Valued:
		Cost: 250
	Tooltip:
		Name: Bandit
    Mobile:
		Speed: 75
    Buildable:
        Description: Very tough and fast fighter.\n  Strong vs Infantry\n  Weak vs Cavalry
        IconPalette: raiconicon
		BuildPaletteOrder: 30
		Queue: MInfantry.Bandit
        BuildDuration: 360
	Health:
		HP: 15000
	Armament:
		Weapon: broadswordmongol
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: mongol
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
        
BARBAR2:
	Inherits: ^Knight
	Valued:
		Cost: 450
	Tooltip:
		Name: Bandit
    Mobile:
		Speed: 65
	Health:
		HP: 10000
	Armament:
		Weapon: DaggerMongol
        LocalOffset: 541,50,456
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: mongolknife
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
        
E9NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Fire Mage
	Buildable:
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Cavalry\n  Detects cloaked units\n  Can attack Aircrafts
        IconPalette: raicon
		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: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: firmag
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: NodMageVoice
        
E4NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 200
	Tooltip:
		Name: Archer
	Buildable:
		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
        IconPalette: raicon
		BuildPaletteOrder: 25
		Queue: 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: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e4new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: NodArcherVoice
        
E4NEWV2:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 200
	Tooltip:
		Name: Archer
	Buildable:
		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
        IconPalette: raicon
		BuildPaletteOrder: 25
		Queue: MInfantry.GDI
	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: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e4newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: GDIArcherVoice
        
        
E5NEW:
    RevealsShroud:
		Range: 8c0
	Inherits: ^Knight
	DetectCloaked:
		Range: 2c0
    Valued:
		Cost: 400
	Tooltip:
		Name: Crossbowman
	Buildable:
		Description: Advanced general-purpose infantry.\n  Strong vs all Ground units\n  Detects cloaked units\n  Can attack Aircrafts
        IconPalette: raicon
		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: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e5new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Power:
		Amount: -2
    Passenger:
		CargoType: Archer
    Voiced:
		VoiceSet: NodCrossVoice

RMBONEW:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 450
	Tooltip:
		Name: Paladin
	Buildable:
        Description: Elite Infantry\n Strong vs Infantry, Buildings\n  Arrow proofed.
        IconPalette: raicon
        BuildPaletteOrder: 40
        Prerequisites: anyhq, ~techlevel.high
        Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 15000
	Armament:
		Weapon: claymore
	AttackFrontal:
    AutoTarget:
		ScanRadius: 2
        InitialStance: AttackAnything
    RenderSprites:
        Image: rmbonew
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
    Power:
		Amount: -1
    Voiced:
		VoiceSet: PaladinVoice
        
NEWCOMM:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 1400
	Tooltip:
		Name: Juggernaut
	Buildable:
		Description: Juggernaut Infantry \n Very Strong vs Infantry, Buildings\n  Can only slightly be harmed by Arrows.\n         Voicedactor:\n             Flamewh33l
        IconPalette: raicon
		BuildPaletteOrder: 50
		Prerequisites: anycastle, ~techlevel.high
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 39000
	Armament@1:
		Weapon: sledgehammer
    AttackFrontal:
        Armaments: primary
    AutoTarget:
		ScanRadius: 2
        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: JuggernautVoice 
    AnnounceOnBuild:
	AnnounceOnKill:

ASSASSIN:
    RevealsShroud:
		Range: 6c0
    DetectCloaked:
		Range: 2c0
    Cloak:
		-UpgradeTypes:
		InitialDelay: 90
		CloakDelay: 90
	Inherits: ^Knight
	Valued:
		Cost: 600
	Tooltip:
		Name: Assaassin
	Buildable:
		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
        IconPalette: raicon
		BuildPaletteOrder: 80
		Queue: MInfantry.Nod, MInfantry.Horse
        Prerequisites: anycastle, ~techlevel.high
	Mobile:
		Speed: 66
	Health:
		HP: 7000
    Armament@dagger:
        Name: Primary
		Weapon: dagger
        LocalOffset: 241,80,356
    Armament@daggerair:
        Name: Primary
		Weapon: daggerair
        LocalOffset: 241,80,356
    Armament@fire:
        Name: Secondary
		Weapon: setfire
        LocalOffset: 241,80,356
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: DaggerSiegeTower
    AttackFrontal:
        Armaments: Primary, Secondary
    RenderSprites:
        Image: thief
        PlayerPalette: raplayer
	WithInfantryBody:
        DefaultDefaultAttackSequence: shootknife
		DefaultAttackSequence:
            setfire: fire
            dagger: knife
            Secondary: fire
            Primary: knife
    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
	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  