World:
	Inherits: ^BaseWorld
	ChatCommands:
	DevCommands:
	DebugVisualizationCommands:
	PlayerCommands:
	HelpCommand:
	ScreenShaker:
	BuildingInfluence:
	ProductionQueueFromSelection:
		ProductionPaletteWidget: PRODUCTION_PALETTE
	LegacyBridgeLayer:
		Bridges: bridge1, bridge2, bridge3, bridge4, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4
	CustomTerrainDebugOverlay:
	CrateSpawner:
		DeliveryAircraft: badr
		QuantizedFacings: 16
		Minimum: 2
		Maximum: 5
		SpawnInterval: 1500
		WaterChance: 20
		InitialSpawnDelay: 1500
		CheckboxDisplayOrder: 1
	DomainIndex:
	SmudgeLayer@SCORCH:
		Type: Scorch
		Sequence: scorches
		SmokePercentage: 50
	SmudgeLayer@CRATER:
		Type: Crater
		Sequence: craters
	ResourceLayer:
	ResourceRenderer:
		RenderTypes: Ore, Gems
	ResourceClaimLayer:
	WarheadDebugOverlay:
	SpawnMapActors:
	MapBuildRadius:
		AllyBuildRadiusCheckboxDisplayOrder: 4
		BuildRadiusCheckboxDisplayOrder: 5
	MapOptions:
		ShortGameCheckboxDisplayOrder: 2
		TechLevelDropdownDisplayOrder: 2
		GameSpeedDropdownDisplayOrder: 3
	CreateMPPlayers:
	MPStartUnits@mcvonly:
		Class: None
		ClassName: MCV Only
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e6
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@lightallies:
		Class: light
		ClassName: Light Support
		Factions: allies, england, france, germany
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@lightsoviet:
		Class: light
		ClassName: Light Support
		Factions: soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk,e6,1tnk,1tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavyallies:
		Class: heavy
		ClassName: Heavy Support
		Factions: allies, england, france, germany
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk,2tnk,2tnk,2tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavysoviet:
		Class: heavy
		ClassName: Heavy Support
		Factions: soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk,3tnk,3tnk,e6,1tnk,2tnk,2tnk,2tnk,4tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartLocations:
		SeparateTeamSpawnsCheckboxDisplayOrder: 6
	SpawnMPUnits:
        StartingUnitsClass: None
		DropdownDisplayOrder: 1
	PathFinder:
	ValidateOrder:
	DebugPauseState:
	RadarPings:
	StartGameNotification:
	ObjectivesPanel:
		PanelName: SKIRMISH_STATS
	LoadWidgetAtGameStart:
	ScriptTriggers:
	TimeLimitManager:
		TimeLimitWarnings:
			40: FourtyMinutesRemaining
			30: ThirtyMinutesRemaining
			20: TwentyMinutesRemaining
			10: TenMinutesRemaining
			5: WarningFiveMinutesRemaining
			4: WarningFourMinutesRemaining
			3: WarningThreeMinutesRemaining
			2: WarningTwoMinutesRemaining
			1: WarningOneMinuteRemaining
            
Player:
	LobbyPrerequisiteCheckbox@REUSABLEENGINEERS: #enable re-usable Engineers
        Enabled: true
        Locked: true
	ScriptLobbyDropdown@difficulty:
		ID: sandt
		Label: SandstormsDelay
		Description: Doesn't do anything...yet! So disable it to prevent unexpected behavior.
		Values:
			None: No Sandstorms
			0min: No Delay
			5min: 5min Delay
			10min: 10min Delay
			15min: 15min Delay
			20min: 20min Delay
		Default: 10min
	LobbyPrerequisiteCheckbox@REUSABLEMECHANICS:
		ID: reusable-mechanics
		Label: Reusable Mechanics
		Description: Mechanics remain on the battlefield after capturing a husk
		Enabled: false
		Locked: false
		DisplayOrder: 9
		Prerequisites: global-reusable-mechanics
	LobbyPrerequisiteCheckbox@SUPERUNITS:
		ID: super-units
		Label: Super Units
		Description: Enables Super Units
		Enabled: true
		Locked: false
		DisplayOrder: 14
		Prerequisites: Superunits_Checkbox
	LobbyPrerequisiteCheckbox@OILSILOS:
		ID: oil-silo
		Label: Oil Silos
		Description: Oil Silos are necessary to collect income note: this will never work with bots
		Enabled: false
		Locked: false
		DisplayOrder: 15
		Prerequisites: global-oil-silos
	ClassicProductionQueue@Building:
		Type: Building
		DisplayOrder: 0
		LowPowerModifier: 300
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 85, 75, 65, 60, 55, 50
	ClassicProductionQueue@Defense:
		Type: Defense
		DisplayOrder: 1
		LowPowerModifier: 300
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		BuildTimeSpeedReduction: 100, 85, 75, 65, 60, 55, 50
		SpeedUp: True
	ClassicProductionQueue@Vehicle:
		Type: Vehicle
		DisplayOrder: 3
		LowPowerModifier: 300
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 75, 60, 50, 45, 30
	ClassicProductionQueue@Infantry:
		Type: Infantry
		DisplayOrder: 2
		LowPowerModifier: 300
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 75, 60, 50, 45, 30
	ClassicProductionQueue@Ship:
		Type: Ship
		DisplayOrder: 5
		LowPowerModifier: 300
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
	ClassicProductionQueue@Aircraft:
		Type: Aircraft
		DisplayOrder: 4
		LowPowerModifier: 300
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 75, 60, 50, 45, 30
	ModularBot@RushAI:
		Name: Oil AI (Type: Rush)
	ModularBot@NormalAI:
		Name: Oil Bot Test 1 (Type: normal)
	ModularBot@TurtleAI:
		Name: Oil Bot Test 2 (Type: Turtle)
	-ModularBot@NavalAI:
    
HGUN:
	Inherits: GUN
	Buildable:
		Queue: Defense
		Prerequisites: weap, ~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
        
^Vehicle:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^IronCurtainable
	Inherits@3: ^SpriteActor
	Inherits@bounty: ^GlobalBounty
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	Mobile:
		PauseOnCondition: being-captured
		Locomotor: wheeled
		TurnSpeed: 5
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24, 24
	Targetable:
		RequiresCondition: !parachute
		TargetTypes: Ground, Vehicle
	Targetable@AIR:
		RequiresCondition: parachute
		TargetTypes: air
	Targetable@REPAIR:
		RequiresCondition: !parachute && damaged
		TargetTypes: Repair
	GrantConditionOnDamageState@DAMAGED:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	Repairable:
		RepairActors: fix, mfix.deployed
	Chronoshiftable:
	Passenger:
		CargoType: Vehicle
		Weight: 3
		PipType: Gray
	AttackMove:
	HiddenUnderFog:
	ActorLostNotification:
	ProximityCaptor:
		Types: Vehicle
	GpsDot:
		String: Vehicle
	WithDamageOverlay:
	Guard:
	Guardable:
	Tooltip:
		GenericName: Vehicle
	CaptureManager:
		BeingCapturedCondition: being-captured
	Capturable:
		Types: vehicle
		CancelActivity: True
	CaptureNotification:
		Notification: UnitStolen
		LoseNotification: UnitLost
	MustBeDestroyed:
	Voiced:
		VoiceSet: NewVehicleVoice
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: true
		ParachutingCondition: parachute
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	WithFacingSpriteBody:
	WithParachute:
		ShadowImage: parach-shadow
		ShadowSequence: idle
		Image: maxichute
		Sequence: idle
		OpeningSequence: open
		Offset: 0,0,200
		RequiresCondition: parachute
	BodyOrientation:
		UseClassicFacingFudge: True
	HitShape:
	MapEditorData:
		Categories: Vehicle
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50
        
^Ship:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^IronCurtainable
	Inherits@4: ^SpriteActor
	Inherits@bounty: ^GlobalBounty
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	Mobile:
		Locomotor: naval
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Water, Ship
	Targetable@REPAIR:
		RequiresCondition: damaged
		TargetTypes: Repair
	GrantConditionOnDamageState@DAMAGED:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	HiddenUnderFog:
	AttackMove:
	ActorLostNotification:
		Notification: NavalUnitLost
	ProximityCaptor:
		Types: Ship
	Chronoshiftable:
	RepairableNear:
		RepairActors: spen, syrd
	GpsDot:
		String: Ship
	WithDamageOverlay:
	Explodes:
		Weapon: UnitExplodeShip
		EmptyWeapon: UnitExplodeShip
	Guard:
	Guardable:
	Tooltip:
		GenericName: Ship
	MustBeDestroyed:
	MapEditorData:
		ExcludeTilesets: INTERIOR
		Categories: Naval
	Voiced:
		VoiceSet: NewVehicleVoice
	WithFacingSpriteBody:
	HitShape:
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50
        
^Plane:
	Inherits: ^NeutralPlane
	Inherits@2: ^GainsExperience
	Voiced:
		VoiceSet: NewVehicleVoice
	Repairable:
		RepairActors: fix, mfix.deployed
	GrantConditionOnDamageState@DAMAGED:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50      

^Infantry:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^InfantryExperienceHospitalOverrides
	Inherits@4: ^SpriteActor
	Inherits@bounty: ^GlobalBounty
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
		DeathTypes: DefaultDeath
	DrawLineToTarget:
	Health:
		HP: 2500
	Armor:
		Type: None
	RevealsShroud:
		Range: 4c0
	Mobile:
		Speed: 56
		Locomotor: foot
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 18,20,0,-6
		DecorationBounds: 12,18,0,-8
	Targetable:
		RequiresCondition: !parachute
		TargetTypes: Ground, Infantry, Disguise
	Targetable@HEAL:
		RequiresCondition: !parachute && damaged
		TargetTypes: Heal
	GrantConditionOnDamageState@DAMAGED:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
	WithDeathAnimation:
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 2
			SmallExplosionDeath: 3
			ExplosionDeath: 4
			FireDeath: 5
			ElectricityDeath: 6
		CrushedSequence: die-crushed
	AttackMove:
	Passenger:
		CargoType: Infantry
		CargoCondition: disable-experience
	GainsExperienceMultiplier:
		Modifier: 0
		RequiresCondition: disable-experience
	HiddenUnderFog:
	ActorLostNotification:
	GpsDot:
		String: Infantry
	Crushable:
		CrushSound: squishy2.aud
	Guard:
	Guardable:
	Tooltip:
		GenericName: Soldier
	SelfHealing@HOSPITAL:
		Step: 500
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite@HOSPITAL:
		Condition: hospital
		Prerequisites: hosp
	GrantConditionOnDamageState@HOSPITAL:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	GrantCondition@HOSPITAL:
		RequiresCondition: hospital && damaged
		Condition: hospitalheal
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: medic
		ReferencePoint: Bottom, Right
		RequiresCondition: hospitalheal
		BlinkInterval: 32
		BlinkPattern: Off, On
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: FireDeath
	DeathSounds@ZAPPED:
		Voice: Zapped
		DeathTypes: ElectricityDeath
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: true
		GroundCorpseSequence: corpse
		GroundImpactSound: squishy2.aud
		WaterImpactSound: splash9.aud
		WaterCorpseSequence: small_splash
		ParachutingCondition: parachute
	Cloneable:
		Types: Infantry
	Voiced:
		VoiceSet: NewGenericVoice
	WithParachute:
		ShadowImage: parach-shadow
		ShadowSequence: idle
		Image: parach
		Sequence: idle
		OpeningSequence: open
		Offset: 0,0,427
		RequiresCondition: parachute
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Infantry
	EdibleByLeap:
	DetectCloaked:
		CloakTypes: Cloak
		Range: 1c0
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50   
	Repairable:
		RepairActors: barr

^GainsExperience:
	GainsExperience:
		LevelUpNotification: LevelUp
		Conditions:
			200: rank-veteran
			400: rank-veteran
			800: rank-veteran
			1600: rank-veteran
		LevelUpImage: crate-effects
	GrantCondition@RANK-ELITE:
		RequiresCondition: rank-veteran >= 4
		Condition: rank-elite
	DamageMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 80
	DamageMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 70
	DamageMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 50
	DamageMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 35
	FirepowerMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 125
	FirepowerMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 130
	FirepowerMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 140
	FirepowerMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 160
	SpeedMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 115
	SpeedMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 120
	SpeedMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 130
	SpeedMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 150
	ReloadDelayMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 80
	ReloadDelayMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 75
	ReloadDelayMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 60
	ReloadDelayMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 40
	RangeMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 120
	RangeMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 160
	RevealsShroudMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 110
	RevealsShroudMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 150
	SelfHealing@ELITE:
		Step: 0
		PercentageStep: 5
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: rank-elite
	WithDecoration@RANK-1:
		Image: rank
		Sequence: rank-veteran-1
		Palette: effect
		ReferencePoint: Bottom, Right
		ValidStances: Ally, Neutral
		RequiresCondition: rank-veteran == 1
		ZOffset: 256
	WithDecoration@RANK-2:
		Image: rank
		Sequence: rank-veteran-2
		Palette: effect
		ReferencePoint: Bottom, Right
		ValidStances: Ally, Neutral
		RequiresCondition: rank-veteran == 2
		ZOffset: 256
	WithDecoration@RANK-3:
		Image: rank
		Sequence: rank-veteran-3
		Palette: effect
		ReferencePoint: Bottom, Right
		ValidStances: Ally, Neutral
		RequiresCondition: rank-veteran == 3
		ZOffset: 256
	WithDecoration@RANK-ELITE:
		Image: rank
		Sequence: rank-elite
		Palette: effect
		ReferencePoint: Bottom, Right
		ValidStances: Ally, Enemy, Neutral
		RequiresCondition: rank-elite
		ZOffset: 256

^Crate:
	Inherits@1: ^SpriteActor
	Interactable:
		Bounds: 24,24
	HiddenUnderFog:
	Tooltip:
		Name: Crate
		GenericName: Crate
		ShowOwnerRow: false
	Crate:
		Lifetime: 180
		TerrainTypes: Clear, Rough, Road, Ore, Beach, Water
	RenderSprites:
		Palette: effect
		Image: scrate
	WithCrateBody:
		XmasImages: xcratea, xcrateb, xcratec, xcrated
		LandSequence: land
		WaterSequence: water
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: false
		ParachutingCondition: parachute
	Passenger:
	WithParachute:
		Image: parach
		Sequence: idle
		OpeningSequence: open
		ShadowImage: parach-shadow
		ShadowSequence: idle
		RequiresCondition: parachute
	ConditionManager:
	MapEditorData:
		Categories: System
        
^Palettes:
	PaletteFromFile@cnc:
		Name: cnc
		Filename: temperatcnc.pal
		ShadowIndex: 4
	PlayerColorPalette@cnc:
		BaseName: cncplayer
		BasePalette: cnc
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromFile@beaconposter:
		Name: beaconposter
		Filename: temperatcnc.pal
		ShadowIndex: 3
	PaletteFromFile@static:
		Name: staticterrain
		Filename: temperatcnc.pal
		ShadowIndex: 4
	FixedColorPalette@BlueTiberium:
		Base: staticterrain
		Name: bluetiberium
		Color: 89BAFF
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromPlayerPaletteWithAlpha@placebuildingb:
		BaseName: cncplayerb
		Alpha: 0.65
		BasePalette: cncplayer
	PaletteFromFile@chromeTD:
		Name: chrometd
		Filename: temperatcnc.pal
		ShadowIndex: 3
		AllowModifiers: false
	PaletteFromRGBA@cloak:
		Name: cloak
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromFile@egopall:
		Name: egopall
		Filename: egopal.pal
	PaletteFromFile@terrain-snow:
		Name: terrain
		Tileset: SNOW
		Filename: snow.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-interior:
		Name: terrain
		Tileset: INTERIOR
		Filename: interior.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-temperat:
		Name: terrain
		Tileset: TEMPERAT
		Filename: temperat.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-desert:
		Name: terrain
		Tileset: DESERT
		Filename: desert.pal
		ShadowIndex: 3, 4
	PaletteFromFile@player:
		Name: player
		Filename: temperat.pal
		ShadowIndex: 4
	PaletteFromFile@chrome:
		Name: chrome
		Filename: temperat.pal
		ShadowIndex: 3
		AllowModifiers: false
	PaletteFromFile@cursor:
		Name: cursor
		Filename: temperat.pal
		AllowModifiers: false
		CursorPalette: true
	PaletteFromFile@effect:
		Name: effect
		Filename: temperat.pal
		ShadowIndex: 4
	PaletteFromFile@colorpicker:
		Name: colorpicker
		Filename: temperat.pal
		ShadowIndex: 4
		AllowModifiers: false
	PaletteFromFile@desert:
		Name: desert
		Filename: desert.pal
		ShadowIndex: 4
	PaletteFromRGBA@shadow:
		Name: shadow
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromRGBA@submerged:
		Name: submerged
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromRGBA@highlight:
		Name: highlight
		R: 255
		G: 255
		B: 255
		A: 128
	PaletteFromRGBA@moveflash:
		Name: moveflash
		R: 255
		G: 255
		B: 255
		A: 64
	PaletteFromRGBA@invuln:
		Name: invuln
		R: 128
		G: 0
		B: 0
		A: 128
	PaletteFromRGBA@invuln2:
		Name: invuln2
		R: 0
		G: 0
		B: 128
		A: 128
	PaletteFromRGBA@disabled:
		Name: disabled
		R: 0
		G: 0
		B: 0
		A: 180
	ShroudPalette@shroud:
		Name: shroud
	ShroudPalette@fog:
		Name: fog
		Fog: true
	PlayerColorPalette:
		BasePalette: player
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	PaletteFromPlayerPaletteWithAlpha@cloak:
		BaseName: cloak
		BasePalette: player
		Alpha: 0.55
	PlayerHighlightPalette:
	MenuPaletteEffect:
	RotationPaletteEffect@defaultwater:
		Palettes: terrain
		ExcludeTilesets: DESERT
	RotationPaletteEffect@actorswater:
		Palettes: player, effect
	RotationPaletteEffect@desertwater:
		Palettes: terrain
		Tilesets: DESERT
		RotationBase: 32
	RotationPaletteEffect@desertwater-actor:
		Palettes: desert
		RotationBase: 32
	LightPaletteRotator:
		ExcludePalettes: terrain, effect, desert
	ChronoshiftPaletteEffect:
	FlashPaletteEffect@NUKE:
		Type: Nuke
	PaletteFromPaletteWithAlpha@placelinesegment:
		Name: placelinesegment
		BasePalette: terrain
		Alpha: 0.65
	PaletteFromPlayerPaletteWithAlpha@placebuilding:
		BaseName: placebuilding
		BasePalette: player
		Alpha: 0.65

5TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: fix, stek, ~vehicles.soviet, ~Superunits_Checkbox, ~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: MicroNuke
		EmptyWeapon: MicroNuke
	SpawnActorOnDeath:
		Actor: 4TNK.Husk
	SelfHealing:
		Step: 100
		Delay: 1
		HealIfBelow: 100
		DamageCooldown: 150
	Selectable:
		Bounds: 44,38,0,-4
	KillsSelf:
		RequiresCondition: invulnerability
	Chronoshiftable:
		ExplodeInstead: false
	Passenger:
		CargoType: Vehicle
		Weight: 4
	RenderSprites:
		Image: 5tnk
		Scale: 1.2
		
^Husk:
	Inherits: ^BasicHusk
	Husk:
		AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach
	Burns:
		Damage: 20
	OwnerLostAction:
		Action: ChangeOwner
	CaptureManager:
	Capturable:
		Types: husk
		ValidStances: Enemy, Neutral
	TransformOnCapture:
		ForceHealthPercentage: 25
	InfiltrateForTransform:
		Types: Husk
		ForceHealthPercentage: 25
	WithColoredOverlay@IDISABLE:
		Palette: disabled
	Targetable:
		TargetTypes: Ground, Husk, NoAutoTarget
		RequiresForceFire: true
	Chronoshiftable:
	Tooltip:
		GenericName: Destroyed Vehicle
	BodyOrientation:
		UseClassicFacingFudge: True
	Crushable:
		CrushClasses: heavywall
		CrushedByFriendlies: 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:
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 220
		Amount: 100
		UseResourceStorage:	false
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 220
		Amount: 100
		UseResourceStorage:	true
	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
	RepairableBuilding:
		RepairStep: 75
		PlayerExperience: 25
		RepairingNotification: Repairing
	WithBuildingRepairDecoration:
		Image: allyrepair
		Sequence: repair
		ReferencePoint: Center
		Palette: player
		IsPlayerPalette: True
	UpdatesDerrickCount:
        
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
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 35
		Prerequisites: ~global-oil-silos, ~techlevel.low
		Description: Stores excess oil.
	Valued:
		Cost: 150
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, ThiefInfiltrate
	Tooltip:
		Name: Oil 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: 1500
	-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
		BuildDurationModifier: 31
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast tank, good for scouting.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 700
	Tooltip:
		Name: Light Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
	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
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50
	Passenger:
		CargoType: Vehicle
		Weight: 2
        
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, Infantry\n  Weak vs 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, Vehicles, Buildings\n  Weak vs 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
	Passenger:
		CargoType: Vehicle
		Weight: 2
	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
	Passenger:
		CargoType: Vehicle
		Weight: 2

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:
	Passenger:
		CargoType: Vehicle
		Weight: 2

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:
	Passenger:
		CargoType: Vehicle
		Weight: 2

QTNK:
	Chronoshiftable:
		ExplodeInstead: true
	Tooltip:
		Name: M.A.D Tank
		GenericName: Tank
	MadTank:
		DeployedCondition: deployed
			Notification: BuildingInfiltrated
	Passenger:
		CargoType: Vehicle
		Weight: 4

 

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, does not return on a chronoshift
	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
	Chronoshiftable:
		ReturnToOrigin: false

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: -200
	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: ReturnFire
		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
	AutoTarget:
		InitialStance: ReturnFire
		InitialStanceAI: ReturnFire
		ScanOnIdle: true

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
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		OpportunityFire: true
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 4
		Speed: 223
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
		ScanOnIdle: true
	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 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: HellfireAA.hind
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		AttackType: Hover
		OpportunityFire: true
	Aircraft:
		TurnSpeed: 4
		Speed: 112
	AutoTarget:
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
		ScanOnIdle: true
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 24
		PipCount: 6
		ReloadDelay: 8
		AmmoCondition: ammo
	Cargo:
		Types: Infantry
		MaxWeight: 3
		PipCount: 3
		AfterUnloadDelay: 20
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HIND.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	Rearmable:
		RearmActors: hpad, carr.deployed
	Chronoshiftable:

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
        DisplayTimerStances: Ally
	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\n  Special Ability: Carpet Bomb\n  Special Ability: Paratanks
	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
        DisplayTimerStances: Ally
	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: SovietReinforcementsArrived
		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
        DisplayTimerStances: Ally
	AirstrikePower@parabombs:
		OrderName: UkraineParabombs
		Prerequisites: aircraft.soviet
		Icon: parabombs
		ChargeInterval: 8500
		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
        DisplayTimerStances: Ally
	AirstrikePower@Carpetbomb:
		OrderName: Carpetbomb
		Prerequisites: aircraft.soviet
		Icon: badricon
		ChargeInterval: 10500
		Description: Carpet Bomb
		LongDesc: A large squad of high altitude Badgers\ncarpet bombs your target.\n Easy to shoot down\nEasy for enemy units to get out of harm's way
		SelectTargetSpeechNotification: SelectTarget
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: hbbadr
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 5
		SquadOffset: -1536,1536,600
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 40
		AllowMultiple: False
        DisplayTimerStances: Ally
	AirstrikePower@StrategicBombing:
		OrderName: StrategicBombing
		Prerequisites: aircraft.soviet, stek
		Icon: parabombs
		ChargeInterval: 11500
		Description: Strategic Bombing
		LongDesc: Twin strategic bombers drops 2 devastating bombs with high damage but a small bast radius on a spific target\n Hard to shoot down\n Note: It can be hard to aim this Airstrike you will want to set the target it 5 tiles (tanks) ahead of your real target
		SelectTargetSpeechNotification: SelectTarget
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: badribomber
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 2
		SquadOffset: -1536,1536,5
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 40
		AllowMultiple: False
        DisplayTimerStances: Ally
	ParatroopersPower@Paratanks:
		OrderName: Paratanks
		Prerequisites: aircraft.soviet, stek
		Icon: para1tnkicon
		ChargeInterval: 8000
		Description: Paratanks
		LongDesc: A squad of Badgers drops a squad of two Light\nand a Medium Tank anywhere on the map.
		DropItems: 1TNK, 2TNK, 1TNK
		ReinforcementsArrivedSpeechNotification: SovietReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		UnitType: badr.hd
		DisplayBeacon: true
		SquadOffset: 1792,1792,0
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SquadSize: 3
		SupportPowerPaletteOrder: 4
		AllowMultiple: False
    	DisplayTimerStances: Ally
	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
		BuildDurationModifier: 31
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Fast tank, good for scouting.\n  Strong vs Infantry, Light armor\n  Weak vs  Tanks, Aircraft
	Valued:
		Cost: 700
	Tooltip:
		Name: Light Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
	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
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50
	Passenger:
		CargoType: Vehicle
		Weight: 2

2TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildDurationModifier: 40
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: Secondary Soviet Main Battle Tank.\n  Strong vs Infantry, Vehicles\n  Weak vs  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, Vehicles, Buildings\n  Weak vs  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, does not return on a chronoshift
	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
	SpawnActorOnDeath:
		Actor: CTNK.Husk
	Chronoshiftable:
		ReturnToOrigin: false
        
CTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Chrono Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ctnk
	InfiltrateForTransform:
		IntoActor: ctnk
	RenderSprites:
		Image: ctnk.destroyed

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: barr, ~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
	HitShape@BOTTOM:
		TargetableOffsets: -768,0,0
		Type: Rectangle
			TopLeft: -512, 598
			BottomRight: 512, 1110

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
	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
		ConsumedByInfiltrate: False
	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:
	GrantConditionOnPrerequisite@REUSABLEMECHANICS:
		Condition: global-reusable-mechanics
		Prerequisites: global-reusable-mechanics
	Captures:
		RequiresCondition: !global-reusable-mechanics
		CaptureTypes: husk
		PlayerExperience: 25
		EnterCursor: goldwrench
		ConsumedByCapture: true
		TargetStances: Ally
	Captures@rehusk:
		RequiresCondition: global-reusable-mechanics
		CaptureTypes: husk
		PlayerExperience: 25
		ConsumedByCapture: False
		EnterCursor: goldwrench
	Infiltrates:
		RequiresCondition: !global-reusable-mechanics
		Types: Husk
		ValidStances: ally
		EnterCursor: goldwrench
		PlayerExperience: 25
	Infiltrates@rehusk:
		RequiresCondition: global-reusable-mechanics
		Types: Husk
		ValidStances: ally
		EnterCursor: goldwrench
        EnterBehaviour: Exit
		PlayerExperience: 25
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: repair
		StandSequences: stand
	Voiced:
		VoiceSet: GenericVoice
	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: 118
	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.boat
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	SelectionDecorations:
	WithSpriteTurret:
	DetectCloaked:
		CloakTypes: Underwater
		Range: 5c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 36,36
	AutoTarget:
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
		ScanOnIdle: true

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 || 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
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: aircraft.upgraded

IRON:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x1Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: stek, ~structures.soviet, ~techlevel.high
		BuildLimit: 1
		Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\nMaximum 1 can be built.\n  Special Ability: Invulnerability, Advanced 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@ADVIRONCURTAIN:
		PauseOnCondition: disabled
		Icon: invuln
		ChargeInterval: 4500
		Description: Advanced Invulnerability
		LongDesc: Makes a large group of units invulnerable\nfor 1 minute.
		Duration: 1500
		Range: 3
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: IronCurtainCharging
		EndChargeSpeechNotification: IronCurtainReady
		DisplayRadarPing: True
		Condition: invulnerability
		OnFireSound: ironcur9.aud
		SupportPowerPaletteOrder: 10
		AllowMultiple: True
        DisplayTimerStances: Ally
	SupportPowerChargeBar:
	Power:
		Amount: -200
	MustBeDestroyed:
		RequiredForShortGame: false

PDOX:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: stek, ~structures.soviet, ~techlevel.high
		BuildLimit: 1
		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
        DisplayTimerStances: Ally
	ChronoshiftPower@advancedchronoshift:
		OrderName: AdvancedChronoshift
		PauseOnCondition: disabled
		Prerequisites: stek
		Icon: chrono
		ChargeInterval: 7500
		Description: Advanced Chronoshift
		LongDesc: Teleports a large group of units across\nthe map for 3 minutes.
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: ChronosphereCharging
		EndChargeSpeechNotification: ChronosphereReady
		Duration: 4500
		KillCargo: true
        DisplayTimerStances: Ally
		DisplayRadarPing: True
		Range: 2
		SupportPowerPaletteOrder: 30
		AllowMultiple: True

NTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: stek, ~vehicles.soviet, ~Superunits_Checkbox, ~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: 270
		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: MicroNuke
		EmptyWeapon: MicroNuke
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: NTNK.Husk
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	KillsSelf:
		RequiresCondition: invulnerability
	Chronoshiftable:
		ExplodeInstead: true
	Passenger:
		CargoType: Vehicle
		Weight: 2

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.high
		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, ~Superunits_Checkbox, ~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: 6000
	Armor:
		Type: Heavy
	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
		IconPalette: chrometd
		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: 1150
	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
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICAL:
		Condition: critical-damage
		ValidDamageStates: Critical
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	SpeedMultiplier@CRITICALDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 50

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 and husks.\n  Strong vs Vehicles, Infantry, Aircraft\n  Weak vs Nothing
	Valued:
		Cost: 2000
	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
	Passenger:
		CargoType: Vehicle
		Weight: 4
        
MNLY:
	Inherits: ^TrackedVehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 310
		Prerequisites: fix, ~techlevel.medium
		Description: Lays mines to destroy\nunwary enemy units.\nCan detect mines.\n  Unarmed
	Valued:
		Cost: 800
	Tooltip:
		Name: Minelayer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 30000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Minelayer:
		Mine: MINV
		TileUnknownName: build-valid
	MineImmune:
	AmmoPool:
		Ammo: 30
		RearmSound: minelay1.aud
	DetectCloaked:
		Range: 5c0
		CloakTypes: Mine
	RenderDetectionCircle:
	Explodes:
		Weapon: ATMine
	RenderSprites:
		Image: MNLY
	Rearmable:
		RearmActors: fix, mfix.deployed
	Targetable:
		TargetTypes: Ground, Vehicle, Mine
	Passenger:
		CargoType: Vehicle
		Weight: 2
        
7TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: A Prototype Soviet Self-Healing Tank.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 1800
	Tooltip:
		Name: Prototype T-72 Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 45000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 75
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
	Armament:
		Weapon: T7mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 7TNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
    SelfHealing:
		Step: 100
		Delay: 1
		HealIfBelow: 100
		DamageCooldown: 100
        
        
CARR:
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 35
		Prerequisites: ~syrd, hpad, stek, ~techlevel.high
		Description: Mobile helipad.\n  Unarmed\n  Special Toggle Ability: Deploy
	Valued:
		Cost: 400
	Tooltip:
		Name: Heli Carrier
	Health:
		HP: 30000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 255
		Speed: 85
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	SelectionDecorations:
	Selectable:
		DecorationBounds: 48,48
	Transforms:
		IntoActor: carr.deployed
		Offset: 0,0

CARR.Deployed:
	Inherits: ^Building
	-GivesBuildableArea:
	-RepairableBuilding:
	-WithBuildingRepairDecoration:
	-EngineerRepairable:
	-AcceptsDeliveredCash:
	-WithMakeAnimation:
	-CaptureManager:
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	-SpawnActorsOnSell:
	-GpsDot:
	GpsDot:
		String: Ship
	-Demolishable:
	-Sellable:
	-Explodes:
	Explodes:
		Weapon: UnitExplodeShip
		EmptyWeapon: UnitExplodeShip
	Selectable:
		Bounds: 48,48
	Valued:
		Cost: 400
	Tooltip:
		Name: Heli Carrier
	Building:
		TerrainTypes: Water
		RequiresBaseProvider: False
	-RequiresBuildableArea:
	-ShakeOnDeath:
	Health:
		HP: 30000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	SelectionDecorations:
	Selectable:
		DecorationBounds: 48,48
	Transforms:
		IntoActor: carr
		Offset: 0,0
	Reservable:
	Targetable:
		TargetTypes: Ground, Water, Ship
	WithResupplyAnimation:
    
MFIX.Deployed:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 100
		Prerequisites: ~disabled
		Description: Repairs vehicles for credits.
	Valued:
		Cost: 1200
	Tooltip:
		Name: Mobile Service Depot
	Building:
		Footprint: _+_ +++ _+_
		Dimensions: 3,3
	Selectable:
		Bounds: 68,34,0,3
		DecorationBounds: 72,48
	SelectionDecorations:
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Reservable:
	RallyPoint:
	RepairsUnits:
		HpPerStep: 1100
		Interval: 5
		StartRepairingNotification: Repairing
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	WithBuildingBib:
		HasMinibib: true
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Transforms:
		IntoActor: mfix
		Offset: 0,0
	ProvidesPrerequisite@buildingname:
	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
	Passenger:
		CargoType: Vehicle
		Weight: 4
            
MFIX:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, ~techlevel.medium
		BuildDurationModifier: 50
		Description: Deploys into another Repair Pad.\n  Unarmed
	Valued:
		Cost: 2000
	Tooltip:
		Name: Mobile Service Depot
	Selectable:
		DecorationBounds: 42,42
	SelectionDecorations:
	Health:
		HP: 60000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	Transforms:
		IntoActor: mfix.deployed
		Offset: 0,0
	Passenger:
		CargoType: Vehicle
		Weight: 4
        
7TNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Prototype T-72 Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: 7tnk
	InfiltrateForTransform:
		IntoActor: 7tnk
	RenderSprites:
		Image: 7tnk.destroyed
        
E3:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 30
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: Anti-tank/Anti-aircraft infantry.\n  Strong vs Vehicles, Aircraft\n  Weak vs Infantry
	Selectable:
		Class: E3
	Valued:
		Cost: 525
	Tooltip:
		Name: Anti-tank/Anti-aircraft Rocket Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 4500
	Armament@PRIMARY:
		Weapon: RedEye
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: Dragon
		LocalOffset: 0,0,555
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Dragon
	TakeCover:
		ProneOffset: 384,0,-395
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 50
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: 5
        
E4:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 70
		Prerequisites: ~barr, ftur, ~techlevel.low
		Description: Advanced anti-structure unit.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 300
	Tooltip:
		Name: Flamethrower
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 4000
	Armament@PRIMARY:
		Weapon: Flamer
		LocalOffset: 700,0,500
		FireDelay: 8
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Flamer
	TakeCover:
		ProneOffset: 160,0,-288
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 50
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
        
E2:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~barr, ~techlevel.infonly
		Description: Infantry armed with grenades.\n  Strong vs Buildings, Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 160
	Tooltip:
		Name: Grenadier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
		Speed: 71
	Armament@PRIMARY:
		Weapon: Grenade
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Grenade
		FireDelay: 15
	TakeCover:
		ProneOffset: 256,64,-331
	WithInfantryBody:
		DefaultAttackSequence: throw
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 50
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
       
E1:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 10
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Selectable:
		Class: E1
	Valued:
		Cost: 100
	Tooltip:
		Name: Rifle Infantry
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Armament@PRIMARY:
		Weapon: M1Carbine
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Vulcan.garr
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
        
YAK:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 30
		Prerequisites: ~afld, ~techlevel.medium
		Description: Attack Plane armed with\ndual machine guns.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1350
	Tooltip:
		Name: Yak Attack Plane
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 6000
	RevealsShroud:
		MinRange: 9c0
		Range: 11c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 9c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ChainGun.Yak
		LocalOffset: 256,-213,0
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: ChainGun.Yak
		LocalOffset: 256,213,0
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		OpportunityFire: true
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 4
		Speed: 178
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: Defend
		InitialStanceAI: Defend
		ScanOnIdle: true
	AmmoPool:
		Ammo: 18
		PipCount: 6
		ReloadDelay: 11
		AmmoCondition: ammo
	SelectionDecorations:
	WithMuzzleOverlay:
	Contrail:
		Offset: -853,0,0
	SpawnActorOnDeath:
		Actor: YAK.Husk
	SmokeTrailWhenDamaged:
		Offset: -853,0,0
		Interval: 2
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 30,28,0,2
	Rearmable:
		RearmActors: afld
        
E6:
	Inherits: ^Soldier
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 60
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: Infiltrates and captures\nenemy structures.\n  Unarmed
	Valued:
		Cost: 400
	Tooltip:
		Name: Engineer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	WithInfantryBody:
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Passenger:
		PipType: Yellow
	EngineerRepair:
	RepairsBridges:
	CaptureManager:
	GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
		Condition: global-reusable-engineers
		Prerequisites: global-reusable-engineers
	Captures:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 25
		CaptureDelay: 200
	Captures@REUSABLE:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 25
		CaptureDelay: 375
		ConsumedByCapture: False
		EnterCursor: ability
	Captures@husk:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: building-husk
		PlayerExperience: 25
		CaptureDelay: 200
		EnterCursor: goldwrench
	Captures@husk-reusable:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: building-husk
		PlayerExperience: 25
		CaptureDelay: 375
		EnterCursor: goldwrench
		ConsumedByCapture: False
		EnterBlockedCursor: move-blocked
	Voiced:
		VoiceSet: EngineerVoice
	-AttackFrontal:
    MineImmune:
    
OILBisland:
	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:
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 220
		Amount: 100
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 220
		Amount: 100
		UseResourceStorage:	true
	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
	RepairableBuilding:
		RepairStep: 75
		PlayerExperience: 25
		RepairingNotification: Repairing
	WithBuildingRepairDecoration:
		Image: allyrepair
		Sequence: repair
		ReferencePoint: Center
		Palette: player
		IsPlayerPalette: True
	UpdatesDerrickCount:
    
ISOIL:
	Inherits: ^TechBuilding
	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:
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 295
		Amount: 50
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 295
		Amount: 50
		UseResourceStorage:	true
	GpsDot:
		String: Oil
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	RevealsShroud:
		Range: 3c0
	SpawnActorOnDeath:
		Actor: isoilhusk
		OwnerType: InternalName
	OwnerLostAction:
		Action: ChangeOwner
	UpdatesDerrickCount:
    
MSLO:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x1Shape
	Selectable:
		Bounds: 48,24
	Valued:
		Cost: 2500
	Tooltip:
		Name: Missile Silo
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 140
		Prerequisites: techcenter, ~techlevel.unrestricted
		BuildLimit: 1
		Description: Provides an atomic bomb.\nRequires power to operate.\nMaximum 1 can be built.\n  Special Ability: Atom Bomb
	Building:
		Footprint: xx
		Dimensions: 2,1
	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
	NukePower:
		PauseOnCondition: disabled
		Cursor: nuke
		Icon: abomb
		ChargeInterval: 13500
		Description: Atom Bomb
		LongDesc: Launches a devastating atomic bomb\nat a target location.
		BeginChargeSpeechNotification: AbombPrepping
		EndChargeSpeechNotification: AbombReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: AbombLaunchDetected
		MissileWeapon: atomic
		MissileDelay: 5
		SpawnOffset: 1c0,427,0
		DisplayTimerStances: Ally, Neutral, Enemy
		DisplayBeacon: True
		DisplayRadarPing: True
		BeaconPoster: atomicon
		FlashType: Nuke
		CameraRange: 10c0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		SupportPowerPaletteOrder: 70
	SupportPowerChargeBar:
	Power:
		Amount: -150
	MustBeDestroyed:
		RequiredForShortGame: false
	WithNukeLaunchAnimation:
		RequiresCondition: !build-incomplete
        
FIX:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 100
		Prerequisites: weap, ~techlevel.medium
		Description: Repairs vehicles for credits.
	Valued:
		Cost: 1200
	Tooltip:
		Name: Service Depot
	Building:
		Footprint: _+_ +++ _+_
		Dimensions: 3,3
	Selectable:
		Bounds: 68,34,0,3
		DecorationBounds: 72,48
	SelectionDecorations:
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Reservable:
	RallyPoint:
	RepairsUnits:
		HpPerStep: 1100
		Interval: 5
		StartRepairingNotification: Repairing
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	WithBuildingBib:
		HasMinibib: true
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	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

TTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: tsla, stek, ~vehicles.russia, ~techlevel.high
		Description: Tank with mounted Tesla coil.\n  Strong vs Infantry, Vehicles, Buildings\n  Weak vs Aircraft
	Valued:
		Cost: 1350
	Tooltip:
		Name: Tesla Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 40000
	Armor:
		Type: Light
	Mobile:
		Speed: 99
	RevealsShroud:
		MinRange: 6c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Armament:
		Weapon: TTankZap
		LocalOffset: 0,0,213
	AttackTurreted:
	Turreted:
	WithIdleOverlay@SPINNER:
		Sequence: spinner
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 30,30
	SpawnActorOnDeath:
		Actor: TTNK.Husk
        
ttnk.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Tesla Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ttnk
	InfiltrateForTransform:
		IntoActor: ttnk
	RenderSprites:
		Image: ttnk.destroyed
        
ARCO:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x1Shape
	RenderSprites:
        Palette: cnc
		PlayerPalette: cncplayer
	Building:
		Footprint: xx
		Dimensions: 2,1
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	OwnerLostAction:
		Action: ChangeOwner
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 1000
		Amount: 1500
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 1000
		Amount: 1500
		UseResourceStorage: False
	Tooltip:
		Name: High Tech Oil Pump
		ShowOwnerRow: True
	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: 1000
	SpawnActorOnDeath:
		Actor: ARCO.Husk
		OwnerType: InternalName
	UpdatesDerrickCount:

BIO.Husk:
	Interactable:
		Bounds: 48,48
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Biological Lab (Destroyed)

ARCO.Husk:
	Inherits: ^TechBuilding
	RenderSprites:
        Palette: cnc
		PlayerPalette: cncplayer
	Building:
		Footprint: xx
		Dimensions: 2,1
	Tooltip:
		Name: High Tech Oil Pump (Destroyed)
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: arco
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

ISOILHUSK:
	Inherits: ^TechBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Husk (Oil Pump)
	WithSpriteBody:
	WithIdleOverlay:
		StartSequence: fire-start
		Sequence: fire-loop
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: isoil
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

OILP.husk:
	Inherits: ^TechBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Husk (Oil Pump)
	WithSpriteBody:
	WithIdleOverlay:
		StartSequence: fire-start
		Sequence: fire-loop
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: OILP
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

OILP:
	Inherits: ^TechBuilding
	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:
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 295
		Amount: 50
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 295
		Amount: 50
		UseResourceStorage:	true
	GpsDot:
		String: Oil
	RevealsShroud:
		Range: 3c0
	SpawnActorOnDeath:
		Actor: OILP.husk
		OwnerType: InternalName
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	OwnerLostAction:
		Action: ChangeOwner
	UpdatesDerrickCount:

HOSP.Husk:
	Inherits: ^TechBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Hospital (Destroyed)
	WithSpriteBody:
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: HOSP
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

HOSP:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	OwnerLostAction:
		Action: ChangeOwner
	Selectable:
		Priority: 0
		Bounds: 48,48
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	Tooltip:
		Name: Hospital
	TooltipDescription@ally:
		Description: Provides infantry with self-healing.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to enable self-healing for infantry.
		ValidStances: Neutral, Enemy
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: true
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Hospital
	SpawnActorOnDeath:
		Actor: hosp.husk
		OwnerType: InternalName

OILP.slow:
	Inherits: ^TechBuilding
	Tooltip:
		Name: Slow 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:
	GrantConditionOnPrerequisite@OILSILOS:
		Condition: global-oil-silos
		Prerequisites: global-oil-silos
	CashTrickler@nonsilo:
		RequiresCondition: !global-oil-silos
		Interval: 500
		Amount: 50
	CashTrickler@silo:
		RequiresCondition: global-oil-silos
		Interval: 500
		Amount: 50
		UseResourceStorage:	true
	GpsDot:
		String: Oil
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	RevealsShroud:
		Range: 3c0
	SpawnActorOnDeath:
		Actor: OILP.slow.husk
		OwnerType: InternalName
	OwnerLostAction:
		Action: ChangeOwner
	UpdatesDerrickCount:

OILP.slow.husk:
	Inherits: ^TechBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Husk (Slow Oil Pump)
	WithSpriteBody:
	WithIdleOverlay:
		StartSequence: fire-start
		Sequence: fire-loop
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: OILP.slow
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

Katy:
	Inherits: ^TrackedVehicle
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 900
	Tooltip:
		Name: Katyusha Rocket Truck
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 250
		Prerequisites: dome, fix, ~vehicles.soviet, ~techlevel.medium
		Queue: Vehicle
		IconPalette: chrometd
		Description: Long range, rapid firing, inaccurate, slow reloading rocket artillery.\n  Strong vs all Ground units.\n  Special Ability: No Contrails - Makes it harder for the enemy to know where you are and fire back 
	Mobile:
		Speed: 100
		TurnSpeed: 5
		Locomotor: lighttracked
	Health:
		HP: 15000
	Armor:
		Type: Light
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 255
		Offset: -256,0,128
	Armament@PRIMARY:
		Weapon: Katyr
		LocalOffset: 268,0,440
	Armament@SECONDARY:
		Name: secondary
		Weapon: Katyr
		LocalOffset: 268,0,440
	AttackFrontal:
		ForceFireIgnoresActors: True
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

HOOSP.Husk:
	Inherits: ^TechBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Biological Laboratory (Destroyed)
	WithSpriteBody:
	CapturableProgressBar:
	CapturableProgressBlink:
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: bio
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

E11:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 30
		Prerequisites: ~barracks, ~techlevel.infonly ~disabled
		Description: Anti-tan infantry.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Selectable:
		Class: E3
	Valued:
		Cost: 500
	Tooltip:
		Name: Anti-tank Rocket Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 4500
	Armament@PRIMARY:
		Weapon: Pistol
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: IDragon
		LocalOffset: 0,0,555
	TakeCover:
		ProneOffset: 384,0,-395
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 50
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: 5

ATR:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 500
	Tooltip:
		Name: Anti-Tank Rifle
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 31
		Prerequisites: ~barracks, ~techlevel.infonly ~disabled
		Description: Anti-Tank Rifle infantry unit.\n  Strong vs Vehicles  \n  Weak vs Aircraft, Infantry
	Health:
		HP: 8000
	RevealsShroud:
		Range: 4c0
	AutoTargetPriority@DEFAULT:
		ValidTargets: Vehicle
	TakeCover:
		ProneOffset: 384,0,-395
	Armament@PRIMARY:
		Weapon: ATRifle
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: ATRifle 
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

BARR:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 490,-470,0, 355,512,0, -355,-512,0, -630,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 30
		Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly
		Description: Trains infantry.
	Valued:
		Cost: 500
	Tooltip:
		Name: Soviet Barracks
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	RallyPoint:
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: -170,810,0
		ExitCell: 1,2
		ProductionTypes: Soldier, Infantry
	Exit@2:
		RequiresCondition: !being-captured
		SpawnOffset: -725,640,0
		ExitCell: 0,2
		ProductionTypes: Soldier, Infantry
	Production:
		Produces: Infantry, Soldier
	GrantExternalConditionToProduced:
		Condition: produced
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	ProductionBar:
		ProductionType: Infantry
	ProvidesPrerequisite:
		Prerequisite: barracks
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: infantry.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: infantry.ukraine
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	RepairsUnits:
		HpPerStep: 500
		Interval: 1

V2RL:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		Prerequisites: dome, ~vehicles.soviet, ~techlevel.medium
		Description:  Extreme-range rocket artillery.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 900
	Tooltip:
		Name: V2 Rocket Launcher
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 85
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: SCUD
		ReloadingCondition: reloading
	AutoTarget:
		ScanRadius: 10
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	WithFacingSpriteBody:
		RequiresCondition: !reloading
		Name: loaded
	WithFacingSpriteBody@EMPTY:
		RequiresCondition: reloading
		Sequence: empty-idle
		Name: reloading
	SelectionDecorations:
	Explodes:
		Weapon: V2Explode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

CRATE:
	Inherits: ^Crate
	GiveMcvCrateAction:
		SelectionShares: 1
		NoBaseSelectionShares: 100
		Units: mcv
	GiveCashCrateAction:
		Amount: 2000
		SelectionShares: 50
		Sequence: dollar
		UseCashTick: true
	LevelUpCrateAction:
		SelectionShares: 40
	ExplodeCrateAction@fire:
		Weapon: CrateNapalm
		SelectionShares: 5
	ExplodeCrateAction@boom:
		Weapon: CrateExplosion
		SelectionShares: 5
	HideMapCrateAction:
		SelectionShares: 5
		Sequence: hide-map
	HealUnitsCrateAction:
		Sound: heal2.aud
		SelectionShares: 2
		Sequence: heal
	RevealMapCrateAction:
		SelectionShares: 1
		Sequence: reveal-map
	DuplicateUnitCrateAction:
		SelectionShares: 10
		MaxAmount: 5
		MinAmount: 2
		MaxDuplicateValue: 1500
	GiveUnitCrateAction@jeep:
		SelectionShares: 6
		Units: jeep
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.low
	GiveUnitCrateAction@1tnk:
		SelectionShares: 6
		Units: 1tnk
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.low
	GiveUnitCrateAction@apc:
		SelectionShares: 6
		Units: apc
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.low
	GiveUnitCrateAction@ftrk:
		SelectionShares: 6
		Units: ftrk
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.low
	GiveUnitCrateAction@v2rl:
		SelectionShares: 5
		Units: v2rl
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.medium
	GiveUnitCrateAction@2tnk:
		SelectionShares: 4
		Units: 2tnk
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.medium
	GiveUnitCrateAction@3tnk:
		SelectionShares: 4
		Units: 3tnk
		ValidFactions: soviet, russia, ukraine
		Prerequisites: techlevel.medium
	GiveUnitCrateAction@squadlight:
		SelectionShares: 10
		Units: e1,e1,e1,e3,e3
		ValidFactions: soviet, russia, ukraine
	GiveUnitCrateAction@squadheavyallies:
		SelectionShares: 7
		Units: e1,e1,e1,e1,e3,e3,e3,e6,medi
		ValidFactions: soviet, russia, ukraine
		TimeDelay: 4500
	GiveUnitCrateAction@squadheavysoviet:
		SelectionShares: 7
		Units: e1,e1,e4,e4,e3,e3,e3,e6
		ValidFactions: soviet, russia, ukraine
		TimeDelay: 4500
	GrantExternalConditionCrateAction@invuln:
		SelectionShares: 5
		Sequence: invuln
		Sound: ironcur9.aud
		Condition: invulnerability
		Duration: 600
	GiveUnitCrateAction@arty:
		SelectionShares: 5
		Units: arty
		ValidFactions: soviet, russia, ukraine
	GiveUnitCrateAction@mrj:
		SelectionShares: 2
		Units: mrj
		ValidFactions: soviet, russia, ukraine
	GiveUnitCrateAction@squad1:
		SelectionShares: 2
		Units: e1,e1,e1,e1,e1
	GiveUnitCrateAction@squad2:
		SelectionShares: 2
		Units: e1,e1,e1,e1,e2
	GiveUnitCrateAction@squad3:
		SelectionShares: 2
		Units: e1,e1,e1,e1,e3
	GiveUnitCrateAction@squad4:
		SelectionShares: 2
		Units: e1,e1,e1,e1,e6
	GiveUnitCrateAction@squad5:
		SelectionShares: 2
		Units: e1,e1,e1,e2,e6
	GiveUnitCrateAction@squad6:
		SelectionShares: 2
		Units: e1,e1,e1,e3,e6
	GiveUnitCrateAction@squad7:
		SelectionShares: 2
		Units: e1,e1,e2,e3,e6
	GiveUnitCrateAction@squad8:
		SelectionShares: 2
		Units: e1,e1,e1,e6,e6
	GiveUnitCrateAction@squad9:
		SelectionShares: 2
		Units: e1,e1,e1,e3,e3
	GiveUnitCrateAction@squad10:
		SelectionShares: 2
		Units: e1,e1,e1,e2,e2
	GiveUnitCrateAction@2mcv:
		SelectionShares: 1
		Units: mcv,mcv
		NoBaseSelectionShares: 95
	ExplodeCrateAction@timequake:
		Weapon: TimeQuake
		SelectionShares: 3
		Sequence: timequake
	ExplodeCrateAction@ore:
		Weapon: OreExplosion
		SelectionShares: 2
	ExplodeCrateAction@gem:
		Weapon: GemExplosion
		SelectionShares: 1
	ExplodeCrateAction@atomic:
		Weapon: atomic
		SelectionShares: 1

^DTree:
	Inherits@1: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Interactable:
	Tooltip:
		Name:  Tree (Burnt)
		ShowOwnerRow: false
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	AppearsOnMapPreview:
		Terrain: Tree
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	HiddenUnderShroud:
	ScriptTriggers:
	MapEditorData:
		ExcludeTilesets: INTERIOR
		Categories: Tree
	RenderSprites:
		Palette: terrain
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

T08.Husk:
	Inherits: ^DTree
	Building:
		Footprint: x_
		Dimensions: 2,1
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDeathAnimation:
		DeathSequence: dead
		DeathSequencePalette: cncplayer
		UseDeathTypeSuffix: false

T04.Husk:
	Inherits: ^DTree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDeathAnimation:
		DeathSequence: dead
		DeathSequencePalette: cncplayer
		UseDeathTypeSuffix: false

T09.Husk:
	Inherits: ^DTree
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDeathAnimation:
		DeathSequence: dead
		DeathSequencePalette: cncplayer
		UseDeathTypeSuffix: false

TC01.Husk:
	Inherits: ^DTree
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDeathAnimation:
		DeathSequence: dead
		DeathSequencePalette: cncplayer
		UseDeathTypeSuffix: false

UnkillT04:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR

UnkillT08:
	Inherits: ^TreeHusk
	Building:
		Footprint: x_
		Dimensions: 2,1

UnkillT09:
	Inherits: ^TreeHusk
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR

UnkillTC01:
	Inherits: ^TreeHusk
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR

SHOK:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 130
		Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
		Description: Elite infantry with portable Tesla coils.\n  Strong vs Infantry, Vehicles\n  Weak vs Aircraft
	Valued:
		Cost: 350
	Tooltip:
		Name: Shock Trooper
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: PortaTesla
		LocalOffset: 427,0,341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: PortaTesla
	TakeCover:
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 50
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Voiced:
		VoiceSet: ShokVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

FTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium
		Description: Secondary Soviet Main Battle Equipped with a Flamethrower instead of a Cannon\nMust be reloaded.\n  Strong vs Infantry, Vehicles\n  Weak vs  Aircraft
	Valued:
		Cost: 820
	Tooltip:
		Name: Flame 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: tankflamer
		Recoil: 0
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: FTNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	AmmoPool:
		Ammo: 160
		PipCount: 4
		ReloadDelay: 1
		AmmoCondition: ammo
	RenderSprites:
		Image: 2TNK
	Rearmable:
		RearmActors: fix, mfix.deployed
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: UnitExplodeSmall
		LoadedChance: 100

FTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Flame Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ftnk
	InfiltrateForTransform:
		IntoActor: ftnk
	RenderSprites:
		Image: 2tnk.destroyed

FTRK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 130
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Mobile Anti-Air unit with mounted Flak cannon.\n  Strong vs Aircraft\n  Weak vs Infantry, Light armor, Tanks
	Valued:
		Cost: 600
	Tooltip:
		Name: Mobile Flak
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 15000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 118
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: -298,0,298
	Armament:
		Weapon: FLAK-23-AA
		Recoil: 85
		LocalOffset: 512,0,192
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

TRAN:
	Inherits: ^Helicopter
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 10
		Prerequisites: ~hpad, ~techlevel.medium
		Description: Fast Infantry Transport Helicopter.\n  Unarmed
	Valued:
		Cost: 900
	Tooltip:
		Name: Chinook
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	Aircraft:
		TurnSpeed: 5
		Speed: 128
		AltitudeVelocity: 0c58
	WithIdleOverlay@ROTOR1AIR:
		Offset: 597,0,213
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: 597,0,213
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR2AIR:
		Offset: -597,0,341
		Sequence: rotor2
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR2GROUND:
		Offset: -597,0,341
		Sequence: slow-rotor2
		RequiresCondition: !airborne
	Cargo:
		Types: Infantry, Vehicle
		MaxWeight: 8
		PipCount: 8
		AfterUnloadDelay: 40
	SpawnActorOnDeath:
		Actor: TRAN.Husk
	SelectionDecorations:
	Selectable:
		DecorationBounds: 40,36
	Chronoshiftable:

SS:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 30
		Prerequisites: ~spen, ~techlevel.low
		Description: Submerged anti-ship unit\narmed with torpedoes.\nCan detect other submarines.\n  Strong vs Naval units\n  Weak vs Ground units, Aircraft\n  Special Ability: Submerge
	Valued:
		Cost: 950
	Tooltip:
		Name: Submarine
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 25000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 4
		Speed: 71
	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: 50
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		CloakedCondition: underwater
		Palette: submerged
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Armament:
		Weapon: TorpTube
		LocalOffset: 0,-171,0, 0,171,0
		FireDelay: 2
	AttackFrontal:
	SelectionDecorations:
	AutoTarget:
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
		ScanOnIdle: true
	AutoTargetPriority@DEFAULT:
		ValidTargets: Water, Underwater
	AutoTargetPriority@ATTACKANYTHING:
		ValidTargets: Water, Underwater
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	-MustBeDestroyed:
	Selectable:
		DecorationBounds: 38,38

MCV:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, ~techlevel.medium
		BuildDurationModifier: 50
		Description: Deploys into another Construction Yard.\n  Unarmed
	Valued:
		Cost: 2000
	Tooltip:
		Name: Mobile Construction Vehicle
	Selectable:
		DecorationBounds: 42,42
	SelectionDecorations:
	Health:
		HP: 60000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	Transforms:
		IntoActor: fact
		Offset: -1,-1
		Facing: 96
		TransformSounds: placbldg.aud, build5.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SpawnActorOnDeath:
		Actor: MCV.Husk
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	Passenger:
		CargoType: Vehicle
		Weight: 4

APC:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: Tough infantry transport.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 850
	Tooltip:
		Name: Armored Personnel Carrier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 142
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: M60mg
		LocalOffset: 85,0,171
		MuzzleSequence: muzzle
	AttackFrontal:
	WithMuzzleOverlay:
	Cargo:
		Types: Infantry
		MaxWeight: 5
		PipCount: 5
		LoadingCondition: notmobile
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Passenger:
		CargoType: Vehicle
		Weight: 2

TRUK:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 410
		Prerequisites: ~techlevel.low
		Description: Transports cash to other players.\n  Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Supply Truck
	Health:
		HP: 11000
	Armor:
		Type: Light
	Mobile:
		Speed: 128
	RevealsShroud:
		Range: 4c0
	DeliversCash:
		Payload: 500
		PlayerExperience: 50
	SpawnActorOnDeath:
		Actor: moneycrate
	Passenger:
		CargoType: Vehicle
		Weight: 2

TIMECRATE:
	Inherits: ^Crate
	Tooltip:
		Name: quake
	ExplodeCrateAction@timequake:
		Weapon: TimeQuake
		SelectionShares: 100
		Sequence: timequake

MONEYCRATE:
	Inherits: ^Crate
	Tooltip:
		Name: Money Crate
	GiveCashCrateAction:
		Amount: 500
		SelectionShares: 1
		UseCashTick: true
		Sequence: dollar
	RenderSprites:
		Image: wcrate

LST:
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildPaletteOrder: 10
		Prerequisites: ~techlevel.low
		Description: General-purpose naval transport.\nCan carry infantry and tanks.\n  Unarmed
	Valued:
		Cost: 700
	Tooltip:
		Name: Transport
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: lcraft
		Speed: 113
		PauseOnCondition: notmobile
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	SelectionDecorations:
	WithLandingCraftAnimation:
		OpenTerrainTypes: Clear, Rough, Road, Ore, Gems, Beach
	Cargo:
		Types: Infantry, Vehicle
		MaxWeight: 10
		PipCount: 10
		PassengerFacing: 0
		LoadingCondition: notmobile
	-Chronoshiftable:
	Selectable:
		DecorationBounds: 36,36

BADR.hd:
	Inherits: BADR
	Health:
		HP: 30500
	Aircraft:
		CruiseAltitude: 3500
		TurnSpeed: 5
		Speed: 150
		Repulsable: False
		MaximumPitch: 56
	RenderSprites:
		Image: BADR

hbbadr:
	Inherits: ^NeutralPlane
	AttackBomber:
	Armament:
		Weapon: ParaBomb
	Health:
		HP: 40000
	Aircraft:
		CruiseAltitude: 4060
		TurnSpeed: 5
		Speed: 120
		Repulsable: False
		MaximumPitch: 56
	AmmoPool:
		Ammo: 15
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	-Voiced:
	Tooltip:
		Name: Badger
	Contrail@1:
		Offset: -432,560,0
	Contrail@2:
		Offset: -432,-560,0
	SpawnActorOnDeath:
		Actor: BADR.Husk
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
	-EjectOnDeath:
	-MapEditorData:
	RejectsOrders:
	RenderSprites:
		Image: badr
	GivesExperience:
		Experience: 1000
	Interactable:

BADRIBomber:
	Inherits: ^NeutralPlane
	AttackBomber:
	Armament:
		Weapon: SParaBomb
	Health:
		HP: 200000
	Aircraft:
		CruiseAltitude: 2000
		TurnSpeed: 7
		Speed: 500
		Repulsable: False
		MaximumPitch: 56
	AmmoPool:
		Ammo: 1
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	-Voiced:
	Tooltip:
		Name: Strategic Bomber
	Contrail@1:
		Offset: -725,683,0
	Contrail@2:
		Offset: -725,-683,0
	SpawnActorOnDeath:
		Actor: U2.Husk
	SmokeTrailWhenDamaged:
		Offset: -1c43,0,0
		Interval: 2
	-EjectOnDeath:
	MapEditorData:
	RejectsOrders:
	RenderSprites:
		Image: u2
	GivesExperience:
		Experience: 1000
	Interactable: