World:
	LuaScript:
		Scripts: XMass.lua
	MissionData:
		Briefing: Toxic rules...fast build with more buildings...Unlimited superweapons\nNo attacks allowed during christmastime!\n\nMerry X-Mass
	ScriptLobbyDropdown@difficulty:
		ID: difficulty
		Label: Difficulty
		Values:
			5min: 5min Peacetime
			10min: 10min Christmastime
			15min: 15min Christmastime
			20min: 20min Christmastime
		Default: 5min
	WeatherOverlay:
		ChangingWindLevel: true
		WindLevels: -4, -2, -1, 0, 1, 2, 4
		WindTick: 750, 1250
		InstantWindChanges: false
		UseSquares: true
		ParticleSize: 1, 2, 3, 4
		ScatterDirection: -1, 1
		Gravity: 0.50, 1.50
		SwingOffset: 1.0, 1.5
		SwingSpeed: 0.001, 0.025
		SwingAmplitude: 1.0, 1.5
		ParticleColors: B3F8EA, FFFFFF, CBF6B1, FFFFFF
		LineTailAlphaValue: 0
	GlobalLightingPaletteEffect:
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, lighting, egopall
		Red: 1
		Green: 1.05
		Blue: 1.05
		Ambient: 1.00

Player:
	ClassicProductionQueue@Building:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	ClassicProductionQueue@Defense:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	ClassicProductionQueue@Vehicle:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	ClassicProductionQueue@Infantry:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	ClassicProductionQueue@Ship:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	ClassicProductionQueue@Aircraft:
		BuildTimeSpeedReduction: 100, 50, 33, 25, 20, 17, 14, 13, 11, 10, 9, 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2
		LowPowerModifier: 300
	PlaceBuilding:
		Palette: terrain
	-LobbyPrerequisiteCheckbox@GLOBALBOUNTY:
	LobbyPrerequisiteCheckbox@Blood:
		ID: bloodcheck
		Label: Blood
		Description: Unlocks Blood mode
		Enabled: true
		Locked: false
		DisplayOrder: 8
		Prerequisites: blood_on
^Palettes:
	PaletteFromFile@static:
		Name: staticterrain
		Filename: temperatcnc.pal
		ShadowIndex: 4
	PaletteFromFile@tspalette:
		Name: tspalette
		Filename: tspalette.pal
		ShadowIndex: 4
		AllowModifiers: false
	PaletteFromFile@pinky:
		Name: pinky
		Filename: pinky.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@SPECIALEFFECTS_RED:
		Name: special_red
		Filename: spc_red.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@egopall:
		Name: egopall
		Filename: egopal.pal
	PaletteFromPaletteWithAlpha@effect50alpha:
		Name: effect50alpha
		BasePalette: egopall
		Alpha: .555
		Premultiply: True
	PaletteFromPaletteWithAlpha@lighting:
		Name: lighting
		BasePalette: effect50alpha
		AllowModifiers: True
		Alpha: .1333
		Premultiply: True
	PaletteFromRGBA@disabledlamp:
		Name: disabledlamp
		R: 60
		G: 60
		B: 60
		A: 125
	PaletteFromRGBA@red:
		Name: red
		R: 255
		G: 0
		B: 0
		A: 135
	PaletteFromRGBA@redmed:
		Name: redmed
		R: 255
		G: 0
		B: 0
		A: 85
	PaletteFromRGBA@redhea:
		Name: redhea
		R: 255
		G: 0
		B: 0
		A: 45
^BaseWorld:
	ResourceType@crate:
		Type: Crates
		Name: Xmas presents
		PipColor: Blue
		ResourceType: 3
		TerrainType: Gems
		Palette: pinky
		Sequences: xcratea,xcrateb,xcratec,xcrated
		MaxDensity: 12
		ValuePerUnit: 100
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true
^dummy:
	Inherits@1: ^SpriteActor
	HitShape:
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	Tooltip:
		Name: Blood
	Armor:
		Type: Heavy
	Targetable:
		RequiresForceFire: True
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	MapEditorData:
		Categories: Resource spawn
	KillsSelf:
		Delay: 750, 1500
	DamagedByTerrain:
		Damage: 17501
		Terrain: Water
	Health:
		HP: 17500

^Infantry:
	GrantConditionOnPrerequisite@Blood:
		Condition: blood_on
		Prerequisites: blood_on
	Explodes:
		Weapon: Blood
		EmptyWeapon: Blood
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood1:
		Probability: 11
		Actor: bloodspot1
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood2:
		Probability: 11
		Actor: bloodspot2
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood3:
		Probability: 11
		Actor: bloodspot3
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood4:
		Probability: 11
		Actor: bloodspot4
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood5:
		Probability: 11
		Actor: bloodspot5
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood6:
		Probability: 11
		Actor: bloodspot6
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood7:
		Probability: 11
		Actor: bloodspot7
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood8:
		Probability: 11
		Actor: bloodspot8
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood9:
		Probability: 11
		Actor: bloodspot9
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood10:
		Probability: 11
		Actor: bloodspot10
		RequiresCondition: blood_on
^CivInfantry:
	Targetable:
		RequiresForceFire: True
bloodspot1:
	Inherits: ^dummy
	RenderSprites:
		Image: blood1
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot1med
bloodspot2:
	Inherits: ^dummy
	RenderSprites:
		Image: blood2
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot2med
bloodspot3:
	Inherits: ^dummy
	RenderSprites:
		Image: blood3
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot3med
bloodspot4:
	Inherits: ^dummy
	RenderSprites:
		Image: blood4
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot4med
bloodspot5:
	Inherits: ^dummy
	RenderSprites:
		Image: blood5
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot5med
bloodspot6:
	Inherits: ^dummy
	RenderSprites:
		Image: blood6
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot6med
bloodspot7:
	Inherits: ^dummy
	RenderSprites:
		Image: blood7
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot7med
bloodspot8:
	Inherits: ^dummy
	RenderSprites:
		Image: blood8
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot8med
bloodspot9:
	Inherits: ^dummy
	RenderSprites:
		Image: blood9
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot9med
bloodspot10:
	Inherits: ^dummy
	RenderSprites:
		Image: blood10
		Palette: red
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot10med


bloodspot1med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood1
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot1hea
bloodspot2med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood2
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot2hea
bloodspot3med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood3
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot3hea
bloodspot4med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood4
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot4hea
bloodspot5med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood5
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot5hea
bloodspot6med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood6
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot6hea
bloodspot7med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood7
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot7hea
bloodspot8med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood8
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot8hea
bloodspot9med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood9
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot9hea
bloodspot10med:
	Inherits: ^dummy
	RenderSprites:
		Image: blood10
		Palette: redmed
	SpawnActorOnDeath@blood:
		Probability: 100
		Actor: bloodspot10hea
bloodspot1hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood1
		Palette: redhea
bloodspot2hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood2
		Palette: redhea
bloodspot3hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood3
		Palette: redhea
bloodspot4hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood4
		Palette: redhea
bloodspot5hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood5
		Palette: redhea
bloodspot6hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood6
		Palette: redhea
bloodspot7hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood7
		Palette: redhea
bloodspot8hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood8
		Palette: redhea
bloodspot9hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood9
		Palette: redhea
bloodspot10hea:
	Inherits: ^dummy
	RenderSprites:
		Image: blood10
		Palette: redhea
^Lamp:
	Inherits: ^Building
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	WithColoredOverlay@IDISABLE:
		RequiresCondition: disabled
		Palette: disabledlamp
	WithColoredOverlay@harddamage:
		RequiresCondition: harddamage
		Palette: disabledlamp
	WithMakeAnimation:
		Sequence: idle
	Health:
		HP: 6666
	Guardable:
		Range: 2
	Tooltip:
		Name: Street Lamp
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 3c1
		Type: CenterPosition
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	Targetable:
		TargetTypes: Ground
		RequiresForceFire: True
	Interactable:
	-FrozenUnderFog:
	-FrozenUnderFogUpdatedByGps:
	AlwaysVisible:
	ScriptTriggers:
	MapEditorData:
		Categories: System
	RequiresBuildableArea:
		AreaTypes: building
	RenderSprites:
		Image: streetlamp
		Palette: terrain
	Power:
		Amount: -2
	-MustBeDestroyed:
	GrantConditionOnDamageState@HARDDAMAGE:
		Condition: harddamage
		ValidDamageStates: Heavy, Critical
	WithShadow:
		Palette: shadow
		Offset: 0,0,0
		ZOffset: -5
wartime:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	ProvidesPrerequisite:
		Prerequisite: Wartime
CAMERA:
	RevealsShroud:
		Range: 8c0
HARV:
	Harvester:
		Resources: Ore,Gems,Crates

CTNK:
	Buildable:
		Prerequisites: Wartime, atek, ~vehicles.germany, ~techlevel.high

AFLD:
	AirstrikePower@parabombs:
		Prerequisites: Wartime, aircraft.ukraine
	ParatroopersPower@paratroopers:
		Prerequisites: Wartime, aircraft.soviet
SPEN:
	Buildable:
		Prerequisites: Wartime, anypower, ~structures.soviet, ~techlevel.low
SYRD:
	Buildable:
		Prerequisites: Wartime, anypower, ~structures.allies, ~techlevel.low


AAGUN:
	Inherits: AGUN
	RenderSprites:
		Image: AGUN
	Power:
		Amount: 1
	-Targetable:
	-Selectable:
	-Buildable:
	-FrozenUnderFog:
	-FrozenUnderFogUpdatedByGps:
	HiddenUnderFog:
	Interactable:

AGAP:
	Inherits: GAP
	RenderSprites:
		Image: GAP
	Power:
		Amount: 1
	-Targetable:
	-Selectable:
	-Buildable:
	-FrozenUnderFog:
	-FrozenUnderFogUpdatedByGps:
	HiddenUnderFog:
	Interactable:

ABARB:
	Inherits: BARB
	RenderSprites:
		Image: BARB
	-Targetable:
	-Crushable:
	-FrozenUnderFog:
	-FrozenUnderFogUpdatedByGps:
	AlwaysVisible:
IRON:
	Buildable:
		BuildLimit: 0
	GrantExternalConditionPower@IRONCURTAIN:
		Prerequisites: Wartime
		AllowMultiple: True

PDOX:
	Buildable:
		BuildLimit: 0
	ChronoshiftPower@chronoshift:
		Prerequisites: Wartime, !pdox.germany
		AllowMultiple: True
	ChronoshiftPower@advancedchronoshift:
		Prerequisites: Wartime, pdox.germany
		AllowMultiple: True

MSLO:
	Buildable:
		BuildLimit: 0
	NukePower:
		Prerequisites: Wartime
		AllowMultiple: True
	WithNukeLaunchAnimation:
dummypower:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	MapEditorData:
		Categories: System
	Power:
		Amount: 100
merry:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	MapEditorData:
		Categories: Resource spawn
	WithTextDecoration:
		Text: Merry
		Color: FF0101
		ValidStances: Ally, Enemy, Neutral
		ZOffset: 1023
		Font: Title
xmass:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	MapEditorData:
		Categories: Resource spawn
	WithTextDecoration:
		Text: X-mass
		Color: FF0101
		ValidStances: Ally, Enemy, Neutral
		ZOffset: 1023
		Font: Title
CTREE:
	Inherits: ^Tree
	Inherits@2: ^2x2Shape
	HiddenUnderShroud:
	Tooltip:
		Name: Xmas tree
	RenderSprites:
		Palette: player
	Health:
		HP: 500000
	Armor:
		Type: Wood
	WithDamageOverlay@MediumBurn2:
		DamageType: Incendiary
		Image: burn-xm
		MinimumDamageState: Medium
		MaximumDamageState: Heavy
	WithDamageOverlay@LargeBurn2:
		DamageType: Incendiary
		Image: burn-xm
		MinimumDamageState: Heavy
		MaximumDamageState: Dead
	WithDamageOverlay@LargeBurn3:
		DamageType: Incendiary
		Image: burn-xt
		MinimumDamageState: Heavy
		MaximumDamageState: Dead
	RadarColorFromTerrain:
		Terrain: Gems
	SeedsResource:
		ResourceType: Crates
		MaxRange: 4
		Interval: 8
	MapEditorData:
		Categories: Resource spawn
	RenderSprites:
		Image: t01
		Scale: 2
	SpawnActorOnDeath:
		Actor: CTREE.HUSK
	Targetable:
		TargetTypes: Ground, Structure
CTREEII:
	Inherits: CTREE
	RenderSprites:
		Image: t07
		Scale: 2
	SpawnActorOnDeath:
		Actor: CTREEII.HUSK
CTREEIII:
	Inherits: CTREE
	RenderSprites:
		Image: t16
		Scale: 2
	SpawnActorOnDeath:
		Actor: CTREEIII.HUSK
MidTREE:
	Inherits: CTREE
	SeedsResource:
		ResourceType: Crates
		MaxRange: 3
		Interval: 25
	RenderSprites:
		Image: t06
		Scale: 2.2
	SpawnActorOnDeath:
		Actor: MidTREE.HUSK
CTREE.HUSK:
	Inherits: ^TreeHusk
	Building:
		Footprint: x
		Dimensions: 1,1
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	SeedsResource:
		ResourceType: Crates
		MaxRange: 2
		Interval: 50
	RenderSprites:
		Palette: player
		Image: t01.husk
		Scale: 2
	RequiresBuildableArea:
		AreaTypes: building
CTREEII.HUSK:
	Inherits: CTREE.HUSK
	RenderSprites:
		Palette: player
		Image: t07.husk
		Scale: 2
CTREEIII.HUSK:
	Inherits: CTREE.HUSK
	RenderSprites:
		Palette: player
		Image: t16.husk
		Scale: 2
MidTREE.HUSK:
	Inherits: CTREE.HUSK
	RenderSprites:
		Palette: player
		Image: t06.husk
		Scale: 2.2


STREETLAMP:
	Inherits@1: ^Lamp
	WithIdleOverlay@LIGHTING:
		RequiresCondition: !disabled && !harddamage
		StartSequence: lighting
		Sequence: lighting
		Offset: 0, 4, -1
		Palette: lighting
		IsPlayerPalette: False


ROADLAMP:
	Inherits@1: ^Lamp
	RenderSprites:
		Image: roadlamp
		Palette: terrain
		Scale: 1.1
	WithIdleOverlay@LIGHTING:
		RequiresCondition: !disabled && !harddamage
		StartSequence: lighting
		Sequence: lighting
		Offset: 1, 3, -1
		Palette: lighting
		IsPlayerPalette: False

STREETLAMP1:
	Inherits: ROADLAMP
	RenderSprites:
		Image: streetlamp1
STREETLAMP2:
	Inherits: ROADLAMP
	RenderSprites:
		Image: streetlamp2
STREETLAMP3:
	Inherits: ROADLAMP
	RenderSprites:
		Image: streetlamp3
ROADLAMP1:
	Inherits: ROADLAMP
	RenderSprites:
		Image: roadlamp1
ROADLAMP2:
	Inherits: ROADLAMP
	RenderSprites:
		Image: roadlamp2
ROADLAMP3:
	Inherits: ROADLAMP
	RenderSprites:
		Image: roadlamp3

Civ4:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian4

Civ5:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian5

Civ6:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian6

Civ7:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian7

Civ8:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian8

Civ9:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian9

Civ10:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian10
		Scale: 0.6

Civ11:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian4
		Palette: staticterrain
		Scale: 0.7
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ12:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian5
		Palette: staticterrain
		Scale: 0.8
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ13:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian6
		Palette: staticterrain
		Scale: 0.9
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ14:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian7
		Palette: staticterrain
		Scale: 0.8
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ15:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian8
		Palette: staticterrain
		Scale: 0.7
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ16:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian9
		Palette: staticterrain
		Scale: 0.6
	Voiced:
		VoiceSet: CivilianFemaleVoice
Civ17:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: civilian10
		Palette: staticterrain
		Scale: 0.9
	Voiced:
		VoiceSet: CivilianFemaleVoice
