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: 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:
    ProximityExternalCondition@BUFF:
        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: 4
        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 \nDeals damage when trampled by Cavalry \nCan cut down trees.
        IconPalette: raicon
		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:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Voiced:
		VoiceSet: NodPikeVoice
    Explodes:
        Weapon: KilledPike
        EmptyWeapon: KilledPike
        
E2NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 200
	Tooltip:
		Name: Halberd Guard
	Buildable:
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry \nDeals damage when trampled by Cavalry \nCan cut down trees.
        IconPalette: raicon
		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:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Voiced:
		VoiceSet: GDIPikeVoice
    Explodes:
        Weapon: KilledPike
        EmptyWeapon: KilledPike
        
E3NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
	Buildable:
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry \nCan cut down trees.
        IconPalette: raicon
		BuildPaletteOrder: 1
		Queue: MInfantry.GDI
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Heavy
    Voiced:
		VoiceSet: GDIKnightVoice
        
E3NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Footman
	Buildable:
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry \nCan cut down trees.
        IconPalette: raicon
		BuildPaletteOrder: 1
		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:
		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 \nCan cut down trees.
        IconPalette: raicon
		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:
		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: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: firmag
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    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: BowNArrowTowerUnblock
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        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: BowNArrowTowerUnblock
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        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: Marksman
	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: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: e5new
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: Light
    Power:
		Amount: -2
    Voiced:
		VoiceSet: NodCrossVoice

RMBONEW:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 350
	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: 4
        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. \nCan cut down trees.\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: 4
        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:
    -Crushable:

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
    AttackFrontal:
        Armaments: Primary, Secondary
    RenderSprites:
        Image: thief
        PlayerPalette: raplayer
	WithInfantryBody:
        DefaultAttackSequence: attack
        AttackSequences:
            Secondary: fireattack
            Primary: knifeattack
    AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
    Armor:
		Type: Leather

    Voiced:
		VoiceSet: AssasinVoice

E8FARMER:
	Inherits: ^Knight
    BodyOrientation:
        QuantizedFacings: 8
    QuantizeFacingsFromSequence:
		Sequence: stand
    Buildable:
		Description: Gathers grains and Crops.\nDelivers to a windmill.
        IconPalette: raicon
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI, MInfantry.Nod, ~disabled
    WithFacingSpriteBody:
        Sequence: idle
        RequiresCondition: !MoveAnim
    WithHarvestAnimation:
        HarvestSequence: harvest
        PrefixByFullness: empty-, full-
    WithDockingAnimation:
    GrantConditionOnMovement:
        Condition: MoveAnim
    WithInfantryBody:
        MoveSequence: move
        StandSequences: idle
        RequiresCondition: MoveAnim
	Valued:
		Cost: 350
	Tooltip:
		Name: Farmer
	Mobile:
		Speed: 60
	Health:
		HP: 15000
    RenderSprites:
        Image: e8farmer
        PlayerPalette: raplayer
    AttackFrontal:
    Armor:
		Type: Leather       
    Selectable:
		Priority: 7
    Harvester:
        DeliveryBuildings: zeroproc, ghostproc
		Resources: Copper, Grains, Wood, Goods, Lumber
		PipCount: 2
		Capacity: 10
		BaleLoadDelay: 20
		BaleUnloadDelay: 5
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 14,26,0,-6
	SelectionDecorations:
		VisualBounds: 14,26,0,-6 
    -Crushable:
        
BUMMLER:
	Inherits: ^Knight
    BodyOrientation:
        QuantizedFacings: 8
    QuantizeFacingsFromSequence:
		Sequence: stand
    Buildable:
		Description: Collects leftovers of the battlefield.\nDelivers to barracks, stables and workshops.
        IconPalette: raicon
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI, MInfantry.Nod, ~disabled
    WithFacingSpriteBody:
        Sequence: idle
        RequiresCondition: !MoveAnim
    WithHarvestAnimation:
        HarvestSequence: harvest
    WithDockingAnimation:
    GrantConditionOnMovement:
        Condition: MoveAnim
    WithInfantryBody:
        MoveSequence: move
        StandSequences: idle
        RequiresCondition: MoveAnim
	Valued:
		Cost: 750
	Tooltip:
		Name: Battlefield Looter
	Mobile:
		Speed: 60
	Health:
		HP: 35000
    RenderSprites:
        Image: bummler
        PlayerPalette: raplayer
    AttackFrontal:
    Armor:
		Type: Leather       
    Selectable:
		Priority: 7
    Harvester:
        DeliveryBuildings: barrnew, handnew, stall, nodstall, workshopnod, workshopgdi
		Resources: Guns
		PipCount: 1
		Capacity: 3
		BaleLoadDelay: 50
		BaleUnloadDelay: 25
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 14,26,0,-6
	SelectionDecorations:
		VisualBounds: 14,26,0,-6 
        
SIEGERUNNER:
	Inherits: ^Knight
	Valued:
		Cost: 250
	Tooltip:
		Name: Engineer (escaping)
	-Selectable:
    Targetable:
        RequiresForceFire: true
	Mobile:
		Speed: 86
    Health:
		HP: 5000
	AttackFrontal:
    RenderSprites:
        Image: engeneer
        PlayerPalette: raplayer
    WithInfantryBody:
        MoveSequence: runfast
    Armor:
		Type: Leather
    Voiced:
		VoiceSet: EngineerVoice
    Wanders:
        WanderMoveRadius: 30
        ReduceMoveRadiusDelay: 5
    SelfHealing@KILLSELF:
		PercentageStep: -5
		Delay: 12
		HealIfBelow: 101
		DamageCooldown: 0
        DamageTypes: DefaultDeath
    RevealsShroud:
		Range: 2c0

MWCHICK1:
	Inherits: ^MWAnimal
    RenderSprites:
        Image: mwchick
        PlayerPalette: 
        Palette: ra
    Tooltip:
		Name: Chicken
    WithInfantryBody:
        IdleSequences: idle1
    Power:
		Amount: 0       
      
MWWAND1:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv1
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND2:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv2
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
    
        
MWWAND3:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv3
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4 
        
MWWAND4:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv4
        PlayerPalette: 
        Palette: mwcivilian
	WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND5:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv5
        PlayerPalette: 
        Palette: mwcivilian
	WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND6:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv6
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND10:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv10
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND11:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv11
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
        
MWWAND12:
	Inherits: ^MWTalker
    RenderSprites:
        Image: mwciv12
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 4
                
MWWAND7:
	Inherits: ^MWWanderer
    RenderSprites:
        Image: mwciv7
        PlayerPalette: raplayer
    WithInfantryBody:
        MinIdleDelay: 25
        MaxIdleDelay: 50
        IdleSequences: idle1, idle2, idle3
    Tooltip:
		Name: Blacksmith
		GenericVisibility: None
        
MWWAND8:
	Inherits: ^MWWanderer
    RenderSprites:
        Image: mwciv8
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        StandSequences: idlestand
        IdleSequences: idle1, idle2
    Tooltip:
		Name: Treasurer
		GenericVisibility: None
    ProximityExternalCondition@TAX:
        Range: 5c0
        ValidStances: Ally
        Condition: Tax
    Wanders:
        WanderMoveRadius: 4
        ReduceMoveRadiusDelay: 5
        RequiresCondition: Wander
    -CashTrickler@PayTax:
        
MWWAND9:
	Inherits: ^MWWanderer
    RenderSprites:
        Image: mwciv9
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        MinIdleDelay: 25
        MaxIdleDelay: 75
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6
    Tooltip:
		Name: Labourer
		GenericVisibility: None
    Wanders:
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 250
		MaxMoveDelay: 650
        RequiresCondition: Labor
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 0
		MaxMoveDelay: 25
        RequiresCondition: !Labor
    WithInfantryBody:
		StandSequences: stand
    AutoTarget:
		ScanRadius: 20
        InitialStance: AttackAnything
        RequiresCondition: !Labor
    AttackFrontal:
        RequiresCondition: !Labor
    AttackMove:
        RequiresCondition: !Labor
    ExternalCondition@Wander:
        Condition: Labor
    Armament:
		Weapon: WanderAttackWorkshop
		TargetStances: Ally
        RequiresCondition: !Labor
        
MWCIVCOM:
	Inherits: ^MWWanderer
    Tooltip:
		Name: Commander
		GenericVisibility: None
    ProvidesPrerequisite@buildingname:
    RenderSprites:
        Image: mwcivcom
        PlayerPalette: raplayer
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 25
		MaxMoveDelay: 25
        RequiresCondition: !Wander
    AttackWander@2: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 150
		MaxMoveDelay: 750
        RequiresCondition: Wander
    -Wanders:
    WithInfantryBody:
		StandSequences: stand
        DefaultAttackSequence: shoot
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6
    Armament@SWORD:
		Weapon: WanderCommander
        RequiresCondition: Wander
    AutoTarget:
		ScanRadius: 10
        InitialStance: AttackAnything
        RequiresCondition: Wander || !Wander
    AttackFrontal:
        RequiresCondition: Wander || !Wander
    AttackMove:
        RequiresCondition: Wander || !Wander
    Health:
		HP: 30000
    Armor:
		Type: Heavy
    RevealsShroud:
		Range: 6c0
    -CashTrickler@PayTax:
        
NOBLE1:
	Inherits: ^MWTalker
    Tooltip:
		Name: Noble
		GenericVisibility: None
    RenderSprites:
        Image: nobl1
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 6
    CashTrickler@PayTax:
        Interval: 25
        Amount: 4
        RequiresCondition: Tax
        
NOBLE2:
	Inherits: ^MWTalker
    Tooltip:
		Name: Noble
		GenericVisibility: None
    RenderSprites:
        Image: nobl2
        PlayerPalette: 
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 6
    CashTrickler@PayTax:
        Interval: 25
        Amount: 4
        RequiresCondition: Tax
        
NOBLE3:
	Inherits: ^MWTalker
    Tooltip:
		Name: Noble
		GenericVisibility: None
    RenderSprites:
        Image: nobl3
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 6
    CashTrickler@PayTax:
        Interval: 25
        Amount: 4
        RequiresCondition: Tax
        
NOBLE4:
	Inherits: ^MWTalker
    Tooltip:
		Name: Noble
		GenericVisibility: None
    RenderSprites:
        Image: nobl4
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6, idle7, idle8
    Power:
		Amount: 6
    CashTrickler@PayTax:
        Interval: 25
        Amount: 4
        RequiresCondition: Tax
        
NOBLE5:
	Inherits: ^MWTalker
    Tooltip:
		Name: Landlord
		GenericVisibility: None
    RenderSprites:
        Image: mwcivll
        PlayerPalette: 
        Palette: mwnobles
    WithInfantryBody:
        DefaultAttackSequence: talking
        IdleSequences: idle1
    -CashTrickler@PayTax:
    Health:
		HP: 14000
        
MWCONST1:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop1
		Offset: 0,0
		Facing: 76
        
MWCONST2:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop2
		Offset: 0,0
		Facing: 76
        
MWCONST3:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop3
		Offset: 0,0
		Facing: 76
        
MWCONST4:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop4
		Offset: 0,0
		Facing: 76
        
MWCONST5:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop5
		Offset: 0,0
		Facing: 76
        
MWCONST6:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop6
		Offset: 0,0
		Facing: 76
        
MWCONST7:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcivconst
    Transforms:
		IntoActor: prop7
		Offset: 0,0
		Facing: 76
        
MWCONST1BACK:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwciv9
        
MWLUMBERER:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwlumber
    Tooltip:
		Name: Lumberman
	Health:
		HP: 10000
	RevealsShroud:
		Range: 7c0
    WithFacingSpriteBody:
    WithInfantryBody:
        DefaultAttackSequence: attack
        RequiresCondition: !TraderLoot
    WithInfantryBody@Lumberer:
        StandSequences: standwood
        MoveSequence: runwood
        DefaultAttackSequence: attackwood
        RequiresCondition: TraderLoot
    AttackFrontal:
    AttackMove:
    AutoTarget:
		ScanRadius: 10
        InitialStance: AttackAnything
    ExternalCondition@Jack:
        Condition: Jack
    ExternalCondition@Loot:
        Condition: TraderLoot
    Armament@Normal:
		Weapon: LumberJackAxe
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: !TraderLoot
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 50
		MaxMoveDelay: 300
    Armament@Jack:
		Weapon: WanderAttackLumberShack
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: !Jack && !TraderLoot
    Targetable:
        TargetTypes: Ground, Infantry, LLumber
    Armament@Report:
		Weapon: LumberGrantLootAttack
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: TraderLoot
        
CAMELTRADER:
	Inherits: ^MWConstructor
    RenderSprites:
        Image: mwcameltrader
    Tooltip:
		Name: Camel Trader
	Health:
		HP: 10000
	RevealsShroud:
		Range: 7c0
    WithInfantryBody:
        DefaultAttackSequence: attack
    AttackFrontal:
    AttackMove:
    AutoTarget:
		ScanRadius: 10
        InitialStance: AttackAnything
    ExternalCondition@Trader:
        Condition: Trader
    ExternalCondition@Loot:
        Condition: TraderLoot
    Armament@Normal:
		Weapon: CamelTraderSlaughter
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: Trader && !TraderLoot
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 50
		MaxMoveDelay: 300
    Armament@Trader:
		Weapon: WanderAttackCamelTrader
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: !Trader && !TraderLoot
    Armament@Report:
		Weapon: GrantLootAttack
		TargetStances: Enemy, Neutral, Ally
        RequiresCondition: TraderLoot
    Targetable:
        TargetTypes: Ground, Infantry, CTrader
        
