World:
Player:
    LobbyPrerequisiteCheckbox@REUSABLEENGINEERS: #enable re-usable Engineers
        Enabled: true
        Locked: true

HGUN:
	Inherits: GUN
	Buildable:
		Prerequisites: ~vehicles.soviet, ~techlevel.medium
	Valued:
		Cost: 2800
	Tooltip:
		Name: Heavy Turret Prototype
	Health:
		HP: 350000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Armament:
		Weapon: HeavyTurretGun
	RenderSprites:
		Image: GUN

5TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high
		Description: Big and slow tank, with anti-air capability.\nCan crush concrete walls.\n  Strong vs Vehicles, Infantry, Aircraft\n  Weak vs Nothing\n has a nuke killswitch
	Valued:
		Cost: 10000
	Tooltip:
		Name: Super Tank
		GenericName: Super Tank
	Health:
		HP: 2000000
	Armor:
		Type: Concrete
	Mobile:
		Speed: 42
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 1
	Armament@PRIMARY:
		Weapon: SuperTankPrimary
		LocalOffset: 900,180,340, 900,-180,340
		Recoil: 171
		RecoilRecovery: 30
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: SuperTusk
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Explodes:
		Weapon: MiniNuke
		EmptyWeapon: MiniNuke
	SpawnActorOnDeath:
		Actor: 4TNK.Husk
	SelfHealing:
		Step: 100
		Delay: 1
		HealIfBelow: 100
		DamageCooldown: 150
	Selectable:
		Bounds: 44,38,0,-4
	RenderSprites:
		Image: 4TNK
	KillsSelf:
		RequiresCondition: invulnerability
	Chronoshiftable:
		ExplodeInstead: true

5TNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Super Tank)
	ThrowsParticle@turret:
		Anim: turret
	Health:
		HP: 200000
	RenderSprites:
		Image: 4TNK
	-Capturable:
	-TransformOnCapture:
	-InfiltrateForTransform:

OILB:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-300,0, 420,512,0, -420,-512,0, -630,300,0
	Selectable:
		Priority: 0
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	CashTrickler:
		Interval: 60
		Amount: 100
	Tooltip:
		Name: Oil Derrick
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	GpsDot:
		String: Oil
	AppearsOnMapPreview:
	GivesCashOnCapture:
		Amount: 500
	UpdatesDerrickCount:

V19:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Oil Pump
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	CashTrickler:
		Interval: 120
		Amount: 50
	GpsDot:
		String: Oil
	RevealsShroud:
		Range: 3c0
	OwnerLostAction:
		Action: ChangeOwner
	-SpawnActorOnDeath@1:
	-SpawnActorOnDeath@2:
	-SpawnActorOnDeath@3:
	SpawnActorOnDeath:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, NoAutoTarget\

WEAP:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 72,48
	Buildable:
		Queue: Building
		BuildPaletteOrder: 80
		Prerequisites: barr, ~structures.soviet, ~techlevel.low
		Description: Produces vehicles.
	Valued:
		Cost: 2000
	Tooltip:
		Name: War Factory
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 150000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	RallyPoint:
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 213,-128,0
		ExitCell: 1,2
	Production:
		Produces: Vehicle
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: vehicles.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: vehicles.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: vehicles.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: vehicles.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: vehicles.germany
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: vehicles.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: vehicles.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: vehicles.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: vehicles.ukraine
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: vehicles.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: vehicles.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: vehicles.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: vehicles.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: vehicles.germany
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: vehicles.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: vehicles.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: vehicles.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: vehicles.ukraine
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	ProductionBar:
		ProductionType: Vehicle
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: vehicles.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: place
		SequencePalette: placebuilding

DOME:
	Inherits: ^Building
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 90
		Prerequisites: barr, ~structures.soviet, ~techlevel.low
		Description: Provides an overview\nof the battlefield.\nRequires power to operate.
	Valued:
		Cost: 1800
	Tooltip:
		Name: Radar Dome
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 6c0
		Range: 10c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 6c0
		RequiresCondition: !disabled
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !jammed && !disabled
	InfiltrateForExploration:
		Types: SpyInfiltrate
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	ExternalCondition@JAMMED:
		Condition: jammed

HARV:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableEconomicUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 110
		Prerequisites: ~disabled
		Description: Collects Ore and Gems for processing.\n  Unarmed
	Valued:
		Cost: 1100
	Tooltip:
		Name: Ore Truck
		GenericName: Harvester
	Selectable:
		DecorationBounds: 42,42
	SelectionDecorations:
	Harvester:
		Capacity: 20
		Resources: Ore,Gems
		BaleUnloadDelay: 1
		SearchFromProcRadius: 15
		SearchFromHarvesterRadius: 8
		EmptyCondition: no-ore
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	WithHarvestAnimation:
	WithDockingAnimation:
	GpsDot:
		String: Harvester
	SpawnActorOnDeath:
		Actor: HARV.EmptyHusk
	HarvesterHuskModifier:
		FullHuskActor: HARV.FullHusk
		FullnessThreshold: 50
	SelfHealing:
		Step: 100
		Delay: 25
		HealIfBelow: 50
		DamageCooldown: 500
	Explodes:
		RequiresCondition: !no-ore
		Weapon: OreExplosion
	WithHarvesterSpriteBody:
		ImageByFullness: harvempty, harvhalf, harv
	-WithFacingSpriteBody:

SILO:
	Inherits: ^Building
	Selectable:
		Bounds: 24,24
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 35
		Prerequisites: ~disabled
		Description: Stores excess refined\nOre and Gems.
	Valued:
		Cost: 150
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, ThiefInfiltrate
	Tooltip:
		Name: Silo
	-GivesBuildableArea:
	-MustBeDestroyed:
	Health:
		HP: 30000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	InfiltrateForCash:
		Percentage: 50
		Types: ThiefInfiltrate
		Notification: CreditsStolen
	WithBuildingBib:
		HasMinibib: true
	-WithSpriteBody:
	WithResourceLevelSpriteBody:
		Sequence: stages
	StoresResources:
		PipCount: 5
		Capacity: 3000
	-SpawnActorsOnSell:
	Power:
		Amount: -10
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode

PROC:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 60
		Prerequisites: ~disabled
		Description: Refines Ore and Gems\ninto credits.
	Valued:
		Cost: 1400
	Tooltip:
		Name: Ore Refinery
	Building:
		Footprint: _X_ xxx X== ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,50,0,4
		DecorationBounds: 72,70,0,-2
	SelectionDecorations:
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, ThiefInfiltrate, SpyInfiltrate
	Health:
		HP: 90000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Refinery:
		DockAngle: 64
		DockOffset: 1,2
	StoresResources:
		PipCount: 17
		Capacity: 2000
	DrawLineToTarget:
	CustomSellValue:
		Value: 300
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,2
		Facing: 64
	InfiltrateForCash:
		Percentage: 50
		Types: SpyInfiltrate, ThiefInfiltrate
		Notification: CreditsStolen
	WithBuildingBib:
	WithIdleOverlay@TOP:
		RequiresCondition: !build-incomplete
		Sequence: idle-top
	Power:
		Amount: -30
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 598
	HitShape@TOP:
		TargetableOffsets: 1680,0,0
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, -512
	HitShape@BOTTOMLEFT:
		TargetableOffsets: -1260,-1024,0
		Type: Rectangle
			TopLeft: -1536, 598
			BottomRight: -512, 1280
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: idle
		SequencePalette: placebuilding
1TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast tank, good for scouting.\n  Strong vs Light armor\n  Weak vs Infantry, Tanks, Aircraft
	Valued:
		Cost: 700
	Tooltip:
		Name: Light Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 118
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 7
	Armament:
		Weapon: 25mm
		Recoil: 85
		RecoilRecovery: 25
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 1TNK.Husk
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

2TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: A Secondary Main Battle Tank for the Red Army.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 800
	Tooltip:
		Name: Medium Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 45000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
	Armament:
		Weapon: 90mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 2TNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

ARTY:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		Prerequisites: dome, ~vehicles.soviet, ~techlevel.medium
		Description: Long-range artillery.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 850
	Tooltip:
		Name: Artillery
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 2
		Speed: 85
		Locomotor: lighttracked
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 155mm
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	WithMuzzleOverlay:
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: UnitExplodeSmall
		LoadedChance: 75
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

JEEP:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 130
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast scout & anti-infantry vehicle.\nCan carry one infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 500
	Tooltip:
		Name: Ranger
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 15000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 170
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: 0,0,128
	Armament:
		Weapon: M60mg
		MuzzleSequence: muzzle
		LocalOffset: 128,0,43
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		LoadingCondition: notmobile
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

MGG:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Regenerates the shroud nearby, \nobscuring the area.\n  Unarmed
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Gap Generator
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	WithIdleOverlay@SPINNER:
		Offset: -299,0,171
		Sequence: spinner
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	CreatesShroud:
		Range: 6c0
	RenderShroudCircle:
	SpawnActorOnDeath:
		Actor: MGG.Husk

MRJ:
	Inherits: ^Vehicle
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Radar Jammer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Jams nearby enemy radar domes\nand deflects incoming missiles.\n  Unarmed
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 7c0
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: -256,0,256
	ProximityExternalCondition@JAMMER:
		Range: 18c0
		ValidStances: Enemy, Neutral
		Condition: jammed
	WithRangeCircle@JAMMER:
		Type: jammer
		Range: 18c0
		Color: 0000FF80
	JamsMissiles:
		Range: 5c0
		DeflectionStances: Neutral, Enemy
	RenderJammerCircle:

DTRK:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Truck with actively armed nuclear\nexplosives. Has very weak armor.
	Valued:
		Cost: 2500
	Tooltip:
		Name: Demolition Truck
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Armor:
		Type: Light
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 4c0
	Explodes:
		Weapon: MiniNuke
		EmptyWeapon: MiniNuke
		DamageSource: Killer
	AttackFrontal:
		FacingTolerance: 128
	Armament@PRIMARY:
		Weapon: DemoTruckTargeting
	GrantConditionOnAttack:
		Condition: triggered
	GrantConditionOnDeploy:
		DeployedCondition: triggered
	-DamageMultiplier@IRONCURTAIN:

QTNK:
	Inherits: ^TrackedVehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 420
		Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high
		Description: Deals seismic damage to nearby vehicles\nand structures.\n  Strong vs Vehicles, Buildings\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: MAD Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 90000
	Armor:
		Type: Heavy
	Mobile:
		RequiresCondition: !deployed
		PauseOnCondition: being-captured
		Speed: 56
	Chronoshiftable:
		RequiresCondition: !deployed && !being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	SelectionDecorations:
	MadTank:
		DeployedCondition: deployed
	WithRangeCircle:
		Color: FFFF0080
		Range: 7c0
	Targetable:
		TargetTypes: Ground, MADTank, Vehicle
	Selectable:
		DecorationBounds: 44,38,0,-4
	GrantConditionOnAttack:
		Condition: triggered
	GrantConditionOnDeploy:
		DeployedCondition: triggered
	-DamageMultiplier@IRONCURTAIN:
 

CTNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Armed with anti-ground missiles.\nTeleports to areas within range.\n  Strong vs Vehicles, Buildings\n  Weak vs Infantry, Aircraft\n  Special ability: Can teleport
	Valued:
		Cost: 1350
	Tooltip:
		Name: Chrono Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	SelectionDecorations:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 96
		Locomotor: heavywheeled
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament@PRIMARY:
		Weapon: APTusk
		LocalOffset: -160,-276,232
		LocalYaw: 60
	Armament@SECONDARY:
		Weapon: APTusk
		LocalOffset: -160,276,232
		LocalYaw: -60
	AttackFrontal:
	PortableChrono:
		ChargeDelay: 250
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 30,30

STNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: A tank which\ncan cloak. Armed with anti-ground missiles.\n  Strong vs Light armor, Light Tanks\n  Weak vs Infantry, Tanks, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Phase Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 46000
	Armor:
		Type: heavy
	Mobile:
		Speed: 142
		Locomotor: heavywheeled
	RevealsShroud:
		MinRange: 4c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Armament:
		Weapon: APTusk.stnk
		LocalOffset: 192,0,176
	Turreted:
		TurnSpeed: 5
	AttackTurreted:
	Cargo:
		Types: Infantry
		MaxWeight: 0
		PipCount: 0
		LoadingCondition: notmobile
	WithSpriteTurret:
	Cloak:
		InitialDelay: 125
		CloakDelay: 175
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

STEK:
	Inherits: ^ScienceBuilding
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 72,48
	HitShape:
		TargetableOffsets: 420,-768,0, 420,768,0, -770,-768,0, -770,768,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 150
		Prerequisites: weap, dome, ~structures.soviet, ~techlevel.high
		Description: Provides Soviet advanced technologies.\n  Special Ability: GPS Satellite
	Valued:
		Cost: 1500
	Tooltip:
		Name: Soviet Tech Center
	ProvidesPrerequisite:
		Prerequisite: techcenter
	Building:
		Footprint: XxX XxX ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	GpsPower:
		PauseOnCondition: disabled || lowpower
		Icon: gps
		OneShot: true
		ChargeInterval: 12000
		Description: GPS Satellite
		LongDesc: Reveals map terrain and provides tactical\ninformation. Requires power and active radar.
		RevealDelay: 375
		LaunchSpeechNotification: SatelliteLaunched
		DisplayTimerStances: Ally, Neutral, Enemy
		SupportPowerPaletteOrder: 7
	SupportPowerChargeBar:
	WithBuildingBib:
	Power:
		Amount: -100
	ProvidesPrerequisite@buildingname:

MSUB:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 60
		Prerequisites: ~spen, dome, ~techlevel.high
		Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n  Strong vs Buildings, Ground units, Aircraft\n  Weak vs Naval units\n  Special Ability: Submerge
	Valued:
		Cost: 1500
	Tooltip:
		Name: Missile Submarine
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 40000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 3
		Speed: 42
	RevealsShroud:
		MinRange: 5c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Targetable:
		TargetTypes: Ground, Water, Ship, Submarine, Repair
		RequiresCondition: !underwater
	Targetable@UNDERWATER:
		TargetTypes: Underwater, Submarine
		RequiresCondition: underwater
	Cloak:
		CloakTypes: Underwater
		InitialDelay: 0
		CloakDelay: 100
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		CloakedCondition: underwater
		Palette: submerged
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Armament@PRIMARY:
		Weapon: SubMissile
		LocalOffset: 0,-171,0, 0,171,0
		FireDelay: 2
	Armament@SECONDARY:
		Weapon: SubMissileAA
		LocalOffset: 0,-171,0, 0,171,0
		FireDelay: 2
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	-MustBeDestroyed:
	Selectable:
		DecorationBounds: 44,44

DD:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 40
		Prerequisites: ~syrd, dome, ~techlevel.medium
		Description: Fast multi-role ship.\nCan detect submarines.\n  Strong vs Naval units, Vehicles, Aircraft\n  Weak vs Infantry
	Valued:
		Cost: 1000
	Tooltip:
		Name: Destroyer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 7
		Speed: 85
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted:
		TurnSpeed: 7
		Offset: 469,0,128
	Armament@PRIMARY:
		Weapon: Stinger
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
	Armament@SECONDARY:
		Weapon: DepthCharge
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 80, -80
	Armament@TERTIARY:
		Weapon: StingerAA
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
	AttackTurreted:
	SelectionDecorations:
	WithSpriteTurret:
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 38,38

SYRD:
	Inherits: ^Building
	Selectable:
		Bounds: 72,48
	InfiltrateForSupportPower:
		Proxy: powerproxy.sonarpulse
		Types: SpyInfiltrate
	Buildable:
		Queue: Building
		BuildPaletteOrder: 40
		Prerequisites: anypower, ~structures.soviet, ~techlevel.low
		Description: Produces and repairs\nships and transports.
	Valued:
		Cost: 1000
	Tooltip:
		Name: Naval Yard
	Targetable:
		TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Water
	RequiresBuildableArea:
		Adjacent: 8
	-GivesBuildableArea:
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,1024,0
		Facing: 160
		ExitCell: 0,2
		ProductionTypes: Ship, Boat
	Exit@2:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,1024,0
		Facing: 224
		ExitCell: 2,2
		ProductionTypes: Ship, Boat
	Exit@3:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,-1024,0
		Facing: 96
		ExitCell: 0,0
		ProductionTypes: Ship, Boat
	Exit@4:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,-1024,0
		Facing: 32
		ExitCell: 2,0
		ProductionTypes: Ship, Boat
	Production:
		Produces: Ship, Boat
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	-SpawnActorsOnSell:
	RepairsUnits:
		HpPerStep: 1000
		StartRepairingNotification: Repairing
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	RallyPoint:
	ProductionBar:
		ProductionType: Ship
	Power:
		Amount: -30
	DetectCloaked:
		CloakTypes: Underwater
		Range: 10c0
	RenderDetectionCircle:
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, soviet
		Prerequisite: ships.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: ships.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: ships.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: ships.france
	ProvidesPrerequisite@soviet:
		Factions: soviet
		Prerequisite: ships.soviet
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: ships.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: ships.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: ships.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: ships.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: ships.soviet
	ProvidesPrerequisite@buildingname:
	MapEditorData:
		ExcludeTilesets: INTERIOR
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	HitShape:
		TargetableOffsets: 768,0,0, 768,-1024,0, 768,1024,0
		Type: Rectangle
			TopLeft: -1536, -1152
			BottomRight: 1536, 598
	HitShape@BOTTOM:
		TargetableOffsets: -768,0,0
		Type: Rectangle
			TopLeft: -512, 598
			BottomRight: 512, 1110

CA:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 50
		Prerequisites: ~syrd, stek, ~techlevel.high
		Description: Very slow long-range ship.\n  Strong vs Buildings, Ground units\n  Weak vs Naval units, Aircraft
	Valued:
		Cost: 2400
	Tooltip:
		Name: Cruiser
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 80000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 3
		Speed: 42
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted@PRIMARY:
		Turret: primary
		Offset: -896,0,128
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: secondary
		Offset: 768,0,128
		TurnSpeed: 3
	Armament@PRIMARY:
		Turret: primary
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
	AttackTurreted:
		Turrets: primary, secondary
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	WithMuzzleOverlay:
	SelectionDecorations:
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	Selectable:
		DecorationBounds: 44,44

MIG:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 50
		Prerequisites: ~afld, stek, ~techlevel.high
		Description: Fast Fighter Bomber\n  Strong vs Buildings, Vehicles, Aircraft, Infantry\n  Weak vs Anti Air Units
	Valued:
		Cost: 2150
	Tooltip:
		Name: MiG Attack Plane
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	RevealsShroud:
		MinRange: 11c0
		Range: 13c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 11c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: Maverick
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: ChainGun.MIG
		LocalOffset: 256,213,0
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		OpportunityFire: False
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 4
		Speed: 223
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	AmmoPool:
		Ammo: 8
		AmmoCondition: ammo
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 40,29,0,1
	SelectionDecorations:
	Contrail@1:
		Offset: -598,-683,0
	Contrail@2:
		Offset: -598,683,0
	SpawnActorOnDeath:
		Actor: MIG.Husk
	SmokeTrailWhenDamaged:
		Offset: -853,0,171
		Interval: 2
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Rearmable:
		RearmActors: afld, afld.ukraine

HIND:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 20
		Prerequisites: ~hpad, ~dome, ~techlevel.medium
		Description: Heavy Attack Helicopter Gunship armed\nwith dual chainguns and Air-to-Surface Missiles.\n A little fragile.\n  Strong vs Infantry, Medium armor\n  Weak vs Heavy armor, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Hind
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 9500
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ChainGun
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: HellfireAG
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		AttackType: Hover
		OpportunityFire: False
	Aircraft:
		TurnSpeed: 4
		Speed: 112
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 24
		PipCount: 6
		ReloadDelay: 8
		AmmoCondition: ammo
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HIND.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	Rearmable:
		RearmActors: hpad

HELI:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 40
		Prerequisites: ~disabled, ~hpad, atek, ~techlevel.high
		Description: Helicopter gunship armed\nwith multi-purpose missiles.\n  Strong vs Buildings, Vehicles, Aircraft\n  Weak vs Infantry
	Valued:
		Cost: 2000
	Tooltip:
		Name: Longbow
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 12000
	RevealsShroud:
		MinRange: 10c0
		Range: 12c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 10c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: HellfireAA
		LocalOffset: 0,-213,-85, 0,213,-85
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Weapon: HellfireAG
		LocalOffset: 0,213,-85, 0,-213,-85
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		AttackType: Hover
		OpportunityFire: False
	Aircraft:
		TurnSpeed: 4
		Speed: 149
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Offset: 0,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 8
		AmmoCondition: ammo
	SelectionDecorations:
	SpawnActorOnDeath:
		Actor: HELI.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 36,28
	Rearmable:
		RearmActors: hpad

MH60:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 20
		Prerequisites: ~disabled ~hpad, ~techlevel.medium
		Description: Helicopter gunship armed\nwith dual chainguns.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Black Hawk
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ChainGun
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: ChainGun
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		AttackType: Hover
	Aircraft:
		TurnSpeed: 4
		Speed: 112
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 24
		PipCount: 6
		ReloadDelay: 8
		AmmoCondition: ammo
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: MH60.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	Rearmable:
		RearmActors: hpad

HPAD:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 120
		Prerequisites: dome, ~structures.soviet, ~techlevel.medium
		Description: Produces and reloads\nhelicopters.
	Valued:
		Cost: 500
	Tooltip:
		Name: Helipad
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 0,-256,0
		ExitCell: 0,0
		Facing: 224
	RallyPoint:
	Production:
		Produces: Aircraft, Helicopter
	Reservable:
	ProductionBar:
		ProductionType: Aircraft
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	Power:
		Amount: -10
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, soviet
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@soviet:
		Factions: soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary

SPEN:
	Inherits: ^Building
	Selectable:
		Bounds: 72,48
	Valued:
		Cost: 800
	Tooltip:
		Name: Sub Pen
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: anypower, ~structures.soviet, ~techlevel.low
		Description: Produces and repairs\nsubmarines and transports.\n  Special Ability: Sonar Pulse
	Targetable:
		TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Water
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 8
	-GivesBuildableArea:
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 0,-213,0
		Facing: 96
		ExitCell: -1,2
		ProductionTypes: Submarine
	Exit@2:
		RequiresCondition: !being-captured
		SpawnOffset: 0,-213,0
		Facing: 160
		ExitCell: 3,2
		ProductionTypes: Submarine
	Exit@3:
		RequiresCondition: !being-captured
		SpawnOffset: 0,0,0
		Facing: 32
		ExitCell: 0,0
		ProductionTypes: Submarine
	Exit@4:
		RequiresCondition: !being-captured
		SpawnOffset: 0,0,0
		Facing: 224
		ExitCell: 2,0
		ProductionTypes: Submarine
	Exit@b1:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,1024,0
		Facing: 160
		ExitCell: 0,2
		ProductionTypes: Ship
	Exit@b2:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,1024,0
		Facing: 224
		ExitCell: 2,2
		ProductionTypes: Ship
	Exit@b3:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,-1024,0
		Facing: 96
		ExitCell: 0,0
		ProductionTypes: Ship
	Exit@b4:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,-1024,0
		Facing: 32
		ExitCell: 2,0
		ProductionTypes: Ship
	Production:
		Produces: Ship, Submarine
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	-SpawnActorsOnSell:
	RepairsUnits:
		HpPerStep: 1000
		StartRepairingNotification: Repairing
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	RallyPoint:
	ProductionBar:
		ProductionType: Ship
	Power:
		Amount: -30
	DetectCloaked:
		CloakTypes: Underwater
		Range: 10c0
	RenderDetectionCircle:
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: ships.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: ships.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: ships.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: ships.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: ships.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: ships.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: ships.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: ships.ukraine
	ProvidesPrerequisite@buildingname:
	MapEditorData:
		ExcludeTilesets: INTERIOR
	SpawnActorPower@SonarPulse:
		Icon: sonar
		Description: Sonar Pulse
		LongDesc: Reveals all submarines in the vicinity for a \nshort time.
		ChargeInterval: 750
		EndChargeSpeechNotification: SonarPulseReady
		SelectTargetSpeechNotification: SelectTarget
		Actor: sonar
		LifeTime: 250
		DeploySound: sonpulse.aud
		EffectImage: moveflsh
		EffectPalette: moveflash
		SupportPowerPaletteOrder: 8
		PauseOnCondition: lowpower
		AllowMultiple: True
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -598
			BottomRight: 1536, 598
	HitShape@TOPANDBOTTOM:
		TargetableOffsets: 811,0,0, -811,0,0
		Type: Rectangle
			TopLeft: -555, -1110
			BottomRight: 555, 1110

AFLD:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 420,0,0, 420,-1024,0, 420,1024,0, -777,0,0, -777,-1024,0, -777,1024,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 130
		Prerequisites: dome, ~structures.soviet, ~techlevel.medium, ~!structures.ukraine
		Description: Produces and reloads aircraft.\n  Special Ability: Spy Plane\n  Special Ability: Paratroopers\n  Special Ability: Parabombs
	Valued:
		Cost: 500
	Tooltip:
		Name: Airfield
	Selectable:
		Class: afld
		Bounds: 72,48
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		RequiresCondition: !being-captured
		ExitCell: 1,1
		Facing: 192
	RallyPoint:
	Production:
		Produces: Aircraft, Plane
	Reservable:
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: aircraft.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: aircraft.ukraine
	AirstrikePower@spyplane:
		OrderName: SovietSpyPlane
		Prerequisites: aircraft.soviet
		Icon: spyplane
		ChargeInterval: 3750
		Description: Spy Plane
		LongDesc: Reveals an area of the map.
		SelectTargetSpeechNotification: SelectTarget
		EndChargeSpeechNotification: SpyPlaneReady
		CameraActor: camera.spyplane
		CameraRemoveDelay: 150
		UnitType: u2
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: camicon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 60
		AllowMultiple: True
	ParatroopersPower@paratroopers:
		OrderName: SovietParatroopers
		Prerequisites: aircraft.soviet
		Icon: paratroopers
		ChargeInterval: 7500
		Description: Paratroopers
		LongDesc: A Badger drops a squad of infantry\nanywhere on the map.
		DropItems: E1R1,E1R1,E1R1,E3R1,E3R1
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50
		AllowMultiple: False
	AirstrikePower@parabombs:
		OrderName: UkraineParabombs
		Prerequisites: aircraft.soviet
		Icon: parabombs
		ChargeInterval: 7500
		Description: Parabombs
		LongDesc: A squad of Badgers drop parachuted\nbombs on your target.
		SelectTargetSpeechNotification: SelectTarget
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: badr.bomber
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 3
		SquadOffset: 1792,1792,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 40
		AllowMultiple: False
	ProductionBar:
		ProductionType: Aircraft
	SupportPowerChargeBar:
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
		Prerequisite: afld
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete

SBAG:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 10
		Prerequisites: fact, ~structures.soviet, ~techlevel.low
		Description: Good for outer defences\nCan be crushed by tanks.
	Valued:
		Cost: 15
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Sandbag Wall
	Health:
		HP: 14000
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: sandbag
	LineBuildNode:
		Types: sandbag
	WithWallSpriteBody:
		Type: sandbag

FENC:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 20
		Prerequisites: fact, ~structures.soviet, ~techlevel.low
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Valued:
		Cost: 30
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Barbed wire Fence
	Health:
		HP: 15000
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: fence
	LineBuildNode:
		Types: fence
	WithWallSpriteBody:
		Type: fence

BRIK:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 30
		Prerequisites: fact, ~techlevel.medium
		Description: Stop units and blocks enemy fire.
	Valued:
		Cost: 200
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Concrete Wall
	SoundOnDamageTransition:
		DamagedSounds: crmble2.aud
		DestroyedSounds: kaboom30.aud
	Health:
		HP: 40000
	Armor:
		Type: Concrete
	Crushable:
		CrushClasses: heavywall
	BlocksProjectiles:
	LineBuild:
		NodeTypes: concrete
	LineBuildNode:
		Types: concrete
	WithWallSpriteBody:
		Type: concrete

1TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast tank, good for scouting.\n  Strong vs Light armor\n  Weak vs Infantry, Tanks, Aircraft
	Valued:
		Cost: 700
	Tooltip:
		Name: Light Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 118
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 7
	Armament:
		Weapon: 25mm
		Recoil: 85
		RecoilRecovery: 25
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 1TNK.Husk
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

2TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: Secondary Soviet Main Battle Tank.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 800
	Tooltip:
		Name: Medium Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 45000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
	Armament:
		Weapon: 90mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 2TNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

ARTY:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		Prerequisites: dome, ~vehicles.soviet, ~techlevel.medium
		Description: Long-range artillery.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 850
	Tooltip:
		Name: Artillery
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 2
		Speed: 85
		Locomotor: lighttracked
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 155mm
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	WithMuzzleOverlay:
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: UnitExplodeSmall
		LoadedChance: 75
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

JEEP:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 130
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast scout & anti-infantry vehicle.\nCan carry one infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 500
	Tooltip:
		Name: Ranger
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 15000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 170
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: 0,0,128
	Armament:
		Weapon: M60mg
		MuzzleSequence: muzzle
		LocalOffset: 128,0,43
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		LoadingCondition: notmobile
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

MGG:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Regenerates the shroud nearby, \nobscuring the area.\n  Unarmed
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Gap Generator
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	WithIdleOverlay@SPINNER:
		Offset: -299,0,171
		Sequence: spinner
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	CreatesShroud:
		Range: 6c0
	RenderShroudCircle:
	SpawnActorOnDeath:
		Actor: MGG.Husk

MRJ:
	Inherits: ^Vehicle
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Radar Jammer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Jams nearby enemy radar domes\nand deflects incoming missiles.\n  Unarmed
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 7c0
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: -256,0,256
	ProximityExternalCondition@JAMMER:
		Range: 18c0
		ValidStances: Enemy, Neutral
		Condition: jammed
	WithRangeCircle@JAMMER:
		Type: jammer
		Range: 18c0
		Color: 0000FF80
	JamsMissiles:
		Range: 5c0
		DeflectionStances: Neutral, Enemy
	RenderJammerCircle:

DTRK:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Truck with actively armed nuclear\nexplosives. Has very weak armor.
	Valued:
		Cost: 2500
	Tooltip:
		Name: Demolition Truck
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Armor:
		Type: Light
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 4c0
	Explodes:
		Weapon: MiniNuke
		EmptyWeapon: MiniNuke
		DamageSource: Killer
	AttackFrontal:
		FacingTolerance: 128
	Armament@PRIMARY:
		Weapon: DemoTruckTargeting
	GrantConditionOnAttack:
		Condition: triggered
	GrantConditionOnDeploy:
		DeployedCondition: triggered
	-DamageMultiplier@IRONCURTAIN:
	KillsSelf:
		RequiresCondition: invulnerability || triggered
	Chronoshiftable:
		ExplodeInstead: true

CTNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Armed with anti-ground missiles.\nTeleports to areas within range.\n  Strong vs Vehicles, Buildings\n  Weak vs Infantry, Aircraft\n  Special ability: Can teleport
	Valued:
		Cost: 1350
	Tooltip:
		Name: Chrono Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	SelectionDecorations:
	Health:
		HP: 40000
	Armor:
		Type: Light
	Mobile:
		Speed: 96
		Locomotor: heavywheeled
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament@PRIMARY:
		Weapon: APTusk
		LocalOffset: -160,-276,232
		LocalYaw: 60
	Armament@SECONDARY:
		Weapon: APTusk
		LocalOffset: -160,276,232
		LocalYaw: -60
	AttackFrontal:
	PortableChrono:
		ChargeDelay: 250
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 30,30

STNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.high
		Description: Tank which\ncan cloak. Armed with anti-ground missiles.\n  Strong vs Medium armor\n  Weak vs Infantry, Heavy Tanks, Aircraft
	Valued:
		Cost: 1230
	Tooltip:
		Name: Phase Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 35000
	Armor:
		Type: Light
	Mobile:
		Speed: 142
		Locomotor: heavywheeled
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Armament:
		Weapon: APTusk.stnk
		LocalOffset: 192,0,176
	Turreted:
		TurnSpeed: 5
	AttackTurreted:
	WithSpriteTurret:
	Cargo:
		Types: Infantry
		MaxWeight: 0
		PipCount: 0
		LoadingCondition: notmobile
	Cloak:
		InitialDelay: 125
		CloakDelay: 175
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

GUN:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 70
		Prerequisites: ~vehicles.soviet, ~structures.soviet, ~techlevel.medium
		Description: Anti-Armor base defense.\nCan detect cloaked units.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 800
	Tooltip:
		Name: Turret
	Building:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 12
		InitialFacing: 56
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: TurretGun
		LocalOffset: 512,0,112
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
	WithMuzzleOverlay:
	Power:
		Amount: -40
	DetectCloaked:
		Range: 6c0
	BodyOrientation:
		UseClassicFacingFudge: True

HBOX:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetAll
	Tooltip:
		Name: Camo Pillbox
	Building:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 50
		Prerequisites: dome, ~structures.soviet, ~techlevel.medium
		Description: Camouflaged static defense with a fireport\nfor a garrisoned soldier.\nCan detect cloaked units.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 750
	CustomSellValue:
		Value: 550
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Cloak:
		InitialDelay: 125
		CloakDelay: 60
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Turreted:
		TurnSpeed: 255
	-QuantizeFacingsFromSequence:
	BodyOrientation:
		QuantizedFacings: 8
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		InitialUnits: e1
	-SpawnActorsOnSell:
	DetectCloaked:
		Range: 6c0
	RenderRangeCircle:
		FallbackRange: 6c0
	AttackGarrisoned:
		RequiresCondition: !build-incomplete
		Armaments: garrisoned
		PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
	Power:
		Amount: -20
	-MustBeDestroyed:

PBOX:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetAll
	Tooltip:
		Name: Pillbox
	Building:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 40
		Prerequisites: barr, ~structures.soviet, ~techlevel.low
		Description: Static defense with a fireport for\na garrisoned soldier.\nCan detect cloaked units.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 600
	CustomSellValue:
		Value: 400
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 255
	-QuantizeFacingsFromSequence:
	BodyOrientation:
		QuantizedFacings: 8
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		InitialUnits: e1
	-SpawnActorsOnSell:
	AttackGarrisoned:
		RequiresCondition: !build-incomplete
		Armaments: garrisoned
		PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
	RenderRangeCircle:
		FallbackRange: 6c0
	Power:
		Amount: -20
	DetectCloaked:
		Range: 6c0

AGUN:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 90
		Prerequisites: dome, ~structures.soviet, ~techlevel.medium
		Description: Anti-Air base defense.\nRequires power to operate.\n  Strong vs Aircraft\n  Weak vs Ground units
	Valued:
		Cost: 800
	Tooltip:
		Name: AA Gun
	Selectable:
		Bounds: 24,24
		DecorationBounds: 24,32,0,-4
	SelectionDecorations:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 15
		InitialFacing: 224
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: ZSU-23
		LocalOffset: 520,100,450, 520,-150,450
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: disabled
	WithMuzzleOverlay:
	RenderRangeCircle:
		RangeCircleType: aa
	Power:
		Amount: -50
	BodyOrientation:
		UseClassicFacingFudge: True

GAP:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Valued:
		Cost: 800
	Tooltip:
		Name: Gap Generator
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 110
		Prerequisites: stek, ~structures.soviet, ~techlevel.high
		Description: Obscures the enemy's view with shroud.\nRequires power to operate.
	Selectable:
		Bounds: 24,24
		DecorationBounds: 24,48,0,-12
	SelectionDecorations:
	WithSpriteBody:
		PauseOnCondition: disabled
	Health:
		HP: 50000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	CreatesShroud:
		Range: 6c0
		RequiresCondition: !disabled
	RenderShroudCircle:
	Power:
		Amount: -60
	MustBeDestroyed:
		RequiredForShortGame: false
	-AcceptsDeliveredCash:
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode
	HitShape:
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512

SPY:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 90
		Prerequisites: ~!infantry.england, dome, ~barr, ~techlevel.medium
		Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect spies.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft\n  Special Ability: Disguised
	Valued:
		Cost: 500
	-Tooltip:
	DisguiseTooltip:
		Name: Spy
		GenericName: Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	-Guard:
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Passenger:
		PipType: Blue
		Voice: Move
	Disguise:
		DisguisedCondition: disguise
	Infiltrates:
		Types: SpyInfiltrate
		Notification: BuildingInfiltrated
		PlayerExperience: 50
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
		ScanRadius: 5
	-WithInfantryBody:
	WithDisguisingInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
	WithDecoration@disguise:
		Image: pips
		Sequence: pip-disguise
		Palette: effect
		ReferencePoint: Top, Right
		ZOffset: 256
		RequiresCondition: disguise
	IgnoresDisguise:
	Armament:
		Weapon: SilencedPPK
	AttackMove:
		Voice: Move
	Voiced:
		VoiceSet: SpyVoice

SPY.England:
	Inherits: SPY
	Buildable:
		Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
	Valued:
		Cost: 250
	GivesExperience:
		Experience: 500
	DisguiseTooltip:
		Name: British Spy
	RenderSprites:
		Image: spy

E7:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~barr, stek, ~techlevel.high
		BuildLimit: 99
		Description: Elite commando infantry. Armed with\ndual pistols and C4.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Destroy Building with C4
	Valued:
		Cost: 2500
	Tooltip:
		Name: Tanya
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Passenger:
		PipType: Red
		Voice: Move
	Armament@PRIMARY:
		Weapon: Colt45
	Armament@SECONDARY:
		Weapon: Colt45
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Colt45
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	ExternalCondition@PRODUCED:
		Condition: produced
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	AnnounceOnKill:
	Voiced:
		VoiceSet: TanyaVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

MEDI:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~barr, ~techlevel.infonly
		Description: Heals nearby infantry.\n  Unarmed
	Valued:
		Cost: 200
	Tooltip:
		Name: Medic
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 6000
	Mobile:
		Speed: 50
	RevealsShroud:
		Range: 3c0
	Passenger:
		PipType: Blue
	Armament:
		Weapon: Heal
		Cursor: heal
		OutsideRangeCursor: heal
		TargetStances: Ally
		ForceTargetStances: None
	WithInfantryBody:
		IdleSequences: idle
		StandSequences: stand
		DefaultAttackSequence: heal
	Voiced:
		VoiceSet: MedicVoice
	AutoTarget:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry

MECH:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 100
		Prerequisites: ~barr, fix, ~techlevel.medium
		Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n  Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Mechanic
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 8000
	Mobile:
		Speed: 50
		Voice: Move
	RevealsShroud:
		Range: 3c0
	Passenger:
		PipType: Blue
		Voice: Move
	Armament:
		Weapon: Repair
		Cursor: repair
		OutsideRangeCursor: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
		Voice: Action
	CaptureManager:
	Captures:
		CaptureTypes: husk
		PlayerExperience: 25
	Infiltrates:
		Types: Husk
		ValidStances: Ally
		EnterCursor: goldwrench
		PlayerExperience: 25
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: repair
		StandSequences: stand
	Voiced:
		VoiceSet: MechanicVoice
	AutoTarget:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Vehicle, Ship

SNIPER:
	Inherits: ^Soldier
	Valued:
		Cost: 700
	Tooltip:
		Name: Sniper
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: ~barr, dome, ~techlevel.medium
		Description: Elite sniper infantry unit.\nCan detect cloaked units.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Health:
		HP: 8000
	Passenger:
		PipType: Red
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry
	Armament@PRIMARY:
		Weapon: Sniper
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		CloakSound:
		UncloakSound:
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

PT:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 20
		Prerequisites: ~syrd, ~techlevel.low
		Description: Light scout & support ship.\nCan detect submarines.\n  Strong vs Naval units\n  Weak vs Ground units, Aircraft
	Valued:
		Cost: 500
	Tooltip:
		Name: Gunboat
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 7
		Speed: 128
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted:
		TurnSpeed: 7
		Offset: 512,0,0
	Armament@PRIMARY:
		Weapon: 2Inch
		LocalOffset: 208,0,48
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: DepthCharge
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	SelectionDecorations:
	WithSpriteTurret:
	DetectCloaked:
		CloakTypes: Underwater
		Range: 5c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 36,36

SAM:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Inherits@shape: ^2x1Shape
	Selectable:
		Bounds: 48,24
	HitShape:
		Type: Rectangle
			TopLeft: -768,-512
			BottomRight: 768,512
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 100
		Prerequisites: stek, ~structures.soviet, ~techlevel.medium
		Description: Phase anti-Air base defense.\nRequires power to operate.\n  Strong vs Aircraft\n  Weak vs Ground units
	Valued:
		Cost: 900
	Tooltip:
		Name: Phase SAM Site
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 30
		InitialFacing: 0
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: Nike
		LocalOffset: 0,0,320
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: disabled
	Cloak:
		InitialDelay: 125
		CloakDelay: 75
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled || empdisable || build-incomplete || is-shooting
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	GrantConditionOnAttack@UNCLOAK:
		Condition: is-shooting
		ArmamentNames: primary
		RevokeDelay: 75
	WithMuzzleOverlay:
	RenderRangeCircle:
		RangeCircleType: aa
	Power:
		Amount: -40
	BodyOrientation:
		UseClassicFacingFudge: True

IRON:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x1Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: stek, ~structures.soviet, ~techlevel.unrestricted
		BuildLimit: 5
		Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\nMaximum 1 can be built.\n  Special Ability: Invulnerability
	Valued:
		Cost: 1500
	Tooltip:
		Name: Iron Curtain
	Building:
		Footprint: xx
		Dimensions: 2,1
	Selectable:
		Bounds: 48,28,0,2
		DecorationBounds: 50,50,0,-12
	SelectionDecorations:
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	WithBuildingBib:
		HasMinibib: true
	GrantExternalConditionPower@IRONCURTAIN:
		PauseOnCondition: disabled
		Icon: invuln
		ChargeInterval: 3000
		Description: Invulnerability
		LongDesc: Makes a group of units invulnerable\nfor 20 seconds.
		Duration: 500
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: IronCurtainCharging
		EndChargeSpeechNotification: IronCurtainReady
		DisplayRadarPing: True
		Condition: invulnerability
		OnFireSound: ironcur9.aud
		SupportPowerPaletteOrder: 10
		AllowMultiple: True
	SupportPowerChargeBar:
	Power:
		Amount: -200
	MustBeDestroyed:
		RequiredForShortGame: false
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: vehicles.upgraded

PDOX:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: stek, ~structures.soviet, ~techlevel.unrestricted
		BuildLimit: 2
		Description: Teleports a group of units across the\nmap for a short time.\nRequires power to operate.\nMaximum 1 can be built.\n  Special Ability: Chronoshift
	ChronoshiftPower@chronoshift:
		AllowMultiple: True
	ChronoshiftPower@advancedchronoshift:
		OrderName: AdvancedChronoshift
		PauseOnCondition: disabled
		Prerequisites: stek
		Icon: chrono
		ChargeInterval: 3000
		Description: Advanced Chronoshift
		LongDesc: Teleports a large group of units across\nthe map for 20 seconds.
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: ChronosphereCharging
		EndChargeSpeechNotification: ChronosphereReady
		Duration: 400
		KillCargo: true
		DisplayRadarPing: True
		Range: 2
		SupportPowerPaletteOrder: 30
		AllowMultiple: True
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: barracks.upgraded

NTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.low
		Description: Extremely fast tank, good for scouting.\n  Strong vs Light armor\n  Weak vs Infantry, Tanks, Aircraft\n Explodes like a demo truck
	Valued:
		Cost: 5000
	Tooltip:
		Name: Nuclear Light Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 2000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 318
		TurnSpeed: 100
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 7
	Armament:
		Weapon: 25mm
		Recoil: 85
		RecoilRecovery: 25
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	AttackTurreted:
	Explodes:
		Weapon: MiniNuke
		EmptyWeapon: MiniNuke
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: NTNK.Husk
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	KillsSelf:
		RequiresCondition: invulnerability
	Chronoshiftable:
		ExplodeInstead: true

NTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Light nTank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ntnk
	InfiltrateForTransform:
		IntoActor: ntnk
	RenderSprites:
		Image: ntnk.destroyed

FPWR:
	Inherits: ^FakeBuilding
	Inherits@infiltrate: ^InfiltratableFake
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 640,-384,0, 640,512,0, -710,-512,0, -710,512,0
	Buildable:
		BuildPaletteOrder: 870
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.infonly
		Description: Looks like a Power Plant.
		Icon: fake-icon
	Tooltip:
		Name: Fake Power Plant
		GenericName: Power Plant
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 40000
	Armor:
		Type: Wood
	WithBuildingBib:
	RenderSprites:
		Image: POWR
	Valued:
		Cost: 30

SYRF:
	Inherits: ^FakeBuilding
	Inherits@infiltrate: ^InfiltratableFake
	Selectable:
		Bounds: 72,48
	Buildable:
		BuildPaletteOrder: 890
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like a Naval Yard.
		Icon: fake-icon
	Tooltip:
		Name: Fake Naval Yard
		GenericName: Naval Yard
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Targetable:
		TargetTypes: Ground, Water, Structure, SpyInfiltrate
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Water
	RequiresBuildableArea:
		Adjacent: 8
	RenderSprites:
		Image: SYRD
	Valued:
		Cost: 100
	Health:
		HP: 100000
	Armor:
		Type: Light
	MapEditorData:
		ExcludeTilesets: INTERIOR
	HitShape:
		TargetableOffsets: 768,0,0, 768,-1024,0, 768,1024,0
		Type: Rectangle
			TopLeft: -1536, -1152
			BottomRight: 1536, 598
	HitShape@BOTTOM:
		TargetableOffsets: -768,0,0
		Type: Rectangle
			TopLeft: -512, 598
			BottomRight: 512, 1110

SPEF:
	Inherits: ^FakeBuilding
	Inherits@infiltrate: ^InfiltratableFake
	Selectable:
		Bounds: 72,48
	Targetable:
		TargetTypes: Ground, Water, Structure, SpyInfiltrate
	Buildable:
		BuildPaletteOrder: 890
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like a Sub Pen.
		Icon: fake-icon
	Tooltip:
		Name: Fake Sub Pen
		GenericName: Sub Pen
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Water
	RequiresBuildableArea:
		Adjacent: 8
	RenderSprites:
		Image: SPEN
	Valued:
		Cost: 80
	Health:
		HP: 100000
	Armor:
		Type: Light
	MapEditorData:
		ExcludeTilesets: INTERIOR
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -598
			BottomRight: 1536, 598
	HitShape@TOPANDBOTTOM:
		TargetableOffsets: 811,0,0, -811,0,0
		Type: Rectangle
			TopLeft: -555, -1110
			BottomRight: 555, 1110

WEAF:
	Inherits: ^FakeBuilding
	Inherits@infiltrate: ^InfiltratableFake
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 72,48
	Buildable:
		BuildPaletteOrder: 920
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Queue: Defense
		Description: Looks like a War Factory.
		Icon: fake-icon
	Tooltip:
		Name: Fake War Factory
		GenericName: War Factory
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	RenderSprites:
		Image: WEAP
	WithBuildingBib:
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	Valued:
		Cost: 200
	Health:
		HP: 150000
	Armor:
		Type: Wood
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: place
		SequencePalette: placebuilding

DOMF:
	Inherits: ^FakeBuilding
	Inherits@IDISABLE: ^DisableOnLowPower
	Inherits@infiltrate: ^InfiltratableFake
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0
	Tooltip:
		Name: Fake Radar Dome
		GenericName: Radar Dome
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Buildable:
		BuildPaletteOrder: 930
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like a Radar Dome.
		Icon: fake-icon
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	WithBuildingBib:
	RenderSprites:
		Image: DOME
	Valued:
		Cost: 180
	Health:
		HP: 100000
	Armor:
		Type: Wood

FIXF:
	Inherits: ^FakeBuilding
	Selectable:
		Bounds: 68,34,0,3
		DecorationBounds: 72,48
	Buildable:
		BuildPaletteOrder: 940
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like a Service Depot.
		Icon: fake-icon
	Tooltip:
		Name: Fake Service Depot
		GenericName: Service Depot
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: _=_ xxx _=_
		Dimensions: 3,3
	Health:
		HP: 80000
	Armor:
		Type: Wood
	WithBuildingBib:
		HasMinibib: true
	RenderSprites:
		Image: FIX
	Valued:
		Cost: 120
	HitShape:
		TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
		Type: Polygon
			Points: -1536,-300, -640,-811, 640,-811, 1536,-300, 1536,555, 640,1110, -640,1110, -1536,555

FAPW:
	Inherits: ^FakeBuilding
	Inherits@infiltrate: ^InfiltratableFake
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: -355,-1024,0
	Buildable:
		BuildPaletteOrder: 950
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like an Advanced Power Plant.
		Icon: fake-icon
	Tooltip:
		Name: Fake Advanced Power Plant
		GenericName: Advanced Power Plant
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: xxx Xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 70000
	Armor:
		Type: Wood
	WithBuildingBib:
	RenderSprites:
		Image: APWR
	Selectable:
		Bounds: 72,48
		DecorationBounds: 72,68,0,-10
	SelectionDecorations:
	Valued:
		Cost: 50

PDOF:
	Inherits: ^FakeBuilding
	Inherits@IDISABLE: ^DisableOnLowPower
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	Tooltip:
		Name: Fake Chronosphere
		GenericName: Chronosphere
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Buildable:
		BuildPaletteOrder: 980
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.unrestricted
		BuildLimit: 99
		Description: Looks like a Chronosphere.\nMaximum 1 can be built.
		Icon: fake-icon
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	RenderSprites:
		Image: PDOX
	WithBuildingBib:
		HasMinibib: true
	Valued:
		Cost: 150
	Health:
		HP: 100000
	Armor:
		Type: Wood
	Explodes:
		DamageThreshold: 50

MSLF:
	Inherits: ^FakeBuilding
	Inherits@IDISABLE: ^DisableOnLowPower
	Inherits@shape: ^2x1Shape
	Selectable:
		Bounds: 48,24
	Tooltip:
		Name: Fake Missile Silo
		GenericName: Missile Silo
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Buildable:
		BuildPaletteOrder: 990
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.unrestricted
		BuildLimit: 1
		Description: Looks like a Missile Silo.\nMaximum 1 can be built.
		Icon: fake-icon
	Building:
		Footprint: xx
		Dimensions: 2,1
	RenderSprites:
		Image: MSLO
	Valued:
		Cost: 250
	Health:
		HP: 100000
	Armor:
		Type: Wood
	Explodes:
		DamageThreshold: 50

FACF:
	Inherits: ^FakeBuilding
	Selectable:
		Bounds: 72,72
	Buildable:
		BuildPaletteOrder: 1000
		Queue: Defense
		Prerequisites: ~structures.soviet, ~techlevel.medium
		Description: Looks like a Construction Yard.
		Icon: fake-icon
	Tooltip:
		Name: Fake Construction Yard
		GenericName: Construction Yard
		GenericVisibility: Enemy
		GenericStancePrefix: False
	Building:
		Footprint: xxX xxx XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	WithBuildingBib:
	RenderSprites:
		Image: FACT
	Valued:
		Cost: 200
	Health:
		HP: 150000
	Armor:
		Type: Wood
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536

SRTY:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high
		Description: Long-range Super Tank Destroyer.\n  Strong vs Super Tanks\n  Weak vs Everything
	Valued:
		Cost: 3000
	Tooltip:
		Name: Super Tank Destroyer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 100
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 2
		Speed: 85
		Locomotor: lighttracked
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: Smm
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	WithMuzzleOverlay:
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: UnitExplodeSmall
		LoadedChance: 75
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

BARB:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 1
		Prerequisites: fact, ~structures.soviet, ~techlevel.low
		Description: Stops infantry and light vehicles.\nCan be crushed by tracked vehicles.
	Valued:
		Cost: 50
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Concertina wire Fence
	Health:
		HP: 15000
	Armor:
		Type: Concrete
	LineBuild:
		NodeTypes: barbwire
	LineBuildNode:
		Types: barbwire
	WithWallSpriteBody:
		Type: barbwire

CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact, ~structures.soviet, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Light
	LineBuild:
		NodeTypes: chain
	LineBuildNode:
		Types: chain
	WithWallSpriteBody:
		Type: chain

WOOD:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Wooden Fence
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact, ~structures.soviet, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: woodfence
	LineBuildNode:
		Types: woodfence
	WithWallSpriteBody:
		Type: woodfence

3TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: Soviet Main Battle Tank, with dual cannons\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 850
	Tooltip:
		Name: Heavy Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 71
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
	Armament:
		Weapon: 105mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 768,85,90, 768,-85,90
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 3TNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

4TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high
		Description: Big and slow tank, with anti-air capability.\nCan crush concrete walls.\n  Strong vs Vehicles, Infantry, Aircraft\n  Weak vs Nothing
	Valued:
		Cost: 1500
	Tooltip:
		Name: Mammoth Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 90000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 50
		Locomotor: heavytracked
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 2
	Armament@PRIMARY:
		Weapon: 120mm
		LocalOffset: 900,180,340, 900,-180,340
		Recoil: 171
		RecoilRecovery: 30
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: MammothTusk
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 4TNK.Husk
	SelfHealing:
		Step: 100
		Delay: 3
		HealIfBelow: 50
		DamageCooldown: 150
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4