^BaseWorld:
	Faction@0:
		Name: USA
		InternalName: allies
		Side: Allies
		Selectable: true
		Description: USA
	Faction@4:
		Name: China
		InternalName: soviet
		Side: Soviet
		Selectable: true
		Description: China
	Faction@randomallies:
		Name: USA
		InternalName: RandomAllies
		RandomFactionMembers: allies
		Side: Allies
		Description: USA
	Faction@randomsoviet:
		Name: China
		InternalName: RandomSoviet
		RandomFactionMembers: soviet
		Side: Soviet
		Description: China
	Faction@random:
		Name: Any
		InternalName: Random
		RandomFactionMembers: allies, england, france, germany, soviet, russia, ukraine, RandomAllies, RandomSoviet
Player:
	TechTree:
	ClassicProductionQueue@Building:
	    BuildTimeSpeedReduction: 100, 81, 72, 64, 57, 49
	ClassicProductionQueue@Defense:
	    BuildTimeSpeedReduction: 100, 81, 72, 64, 57, 49
	ClassicProductionQueue@Vehicle:
	ClassicProductionQueue@Infantry:
	    BuildTimeSpeedReduction: 100, 81, 72, 64, 57, 49
	ClassicProductionQueue@Ship:
	    BuildTimeSpeedReduction: 100, 81, 72, 64, 57, 49
	ClassicProductionQueue@Aircraft:
	    BuildTimeSpeedReduction: 100, 81, 72, 64, 57, 49
	LobbyPrerequisiteCheckbox@REUSABLEENGINEERS:
		Enabled: True
	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
^Palettes:
	PaletteFromFile@cnc:
		Name: cnc
		Filename: bits/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@temptd:
		Name: temptd
		Filename: bits/temperattd.pal
		ShadowIndex: 4
	PlayerColorPalette@TD:
		BasePalette: temptd
		BaseName: playertd
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromFile@chromeTD:
		Name: chrometd
		Filename: bits/temperattd.pal
		ShadowIndex: 3
		AllowModifiers: false
	PaletteFromRGBA@invred:
		Name: invred
		R: 128
		G: 0
		B: 0
		A: 128
powerproxy.usaparatroopers:
	Inherits: powerproxy.paratroopers
	AlwaysVisible:
	ParatroopersPower:
		Icon: paratroopers
		Description: Paratroopers
		UnitType: USTRAN
		LongDesc: A Badger drops a squad of grunts\nanywhere on the map.
		DropItems: E1US,E1US,E1US,E1US,E1US,E1US,E1US,E1US
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
World:
	MPStartUnits@mcvonly:
		Class: none
		ClassName: MCV Only
		Factions: england, france, germany, russia, ukraine
		BaseActor: mcv
	MPStartUnits@usa:
		Class: none
		ClassName: MCV Only
		Factions: allies
		BaseActor: usamcv
	MPStartUnits@china:
		Class: none
		ClassName: MCV Only
		Factions: soviet
		BaseActor: chinamcv
	Locomotor@NAVAL:
		Crushes: crate, mine
MINS:
	Inherits: ^Mine
	RenderSprites:
		Image: mins
	Explodes:
		Weapon: ASMine

####
USAMCV:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, ~structures.usa, ~techlevel.medium
		BuildDurationModifier: 50
		Description: Deploys into another Construction Yard.\n  Unarmed
	Carryable:
		LocalOffset: 0,0,550
	Valued:
		Cost: 2000
	Tooltip:
		Name: USA Mobile Construction Vehicle
	Selectable:
		DecorationBounds: 42,42
	SelectionDecorations:
	Health:
		HP: 60000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	Transforms:
		IntoActor: usafact
		Offset: -1,-1
		Facing: 96
		TransformSounds: placbldg.aud, build5.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SpawnActorOnDeath:
		Actor: MCV.Husk
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	RenderSprites:
		Image: mcv
CHINAMCV:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, ~structures.china, ~techlevel.medium
		BuildDurationModifier: 50
		Description: Deploys into another Construction Yard.\n  Unarmed
	Carryable:
		LocalOffset: 0,0,550
	Valued:
		Cost: 2000
	Tooltip:
		Name: China Mobile Construction Vehicle
	Selectable:
		DecorationBounds: 42,42
	SelectionDecorations:
	Health:
		HP: 60000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	Transforms:
		IntoActor: chinafact
		Offset: -1,-1
		Facing: 96
		TransformSounds: placbldg.aud, build5.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SpawnActorOnDeath:
		Actor: MCV.Husk
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	RenderSprites:
		Image: mcv
USAFACT:
	Inherits: ^Building
	Selectable:
		Bounds: 72,72
	Building:
		Footprint: xxX xxx XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		Description: Produces structures.
	ProvidesPrerequisite@allies:
		Factions: RandomAllies, allies
		Prerequisite: structures.usa
	ProvidesPrerequisite@allies:
		Factions: RandomAllies, allies
		Prerequisite: structures.allies
	ProvidesPrerequisite@usainf:
		Factions: RandomAllies, allies
		Prerequisite: infantry.usa
	ProvidesPrerequisite@usaveh:
		Factions: RandomAllies, allies
		Prerequisite: vehicles.usa
	Health:
		HP: 150000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Production:
		Produces: Building, Defense
	Valued:
		Cost: 2000
	Tooltip:
		Name: USA Construction Yard
	SpawnActorsOnSell:
		ActorTypes: e1us,e1us,e1us,tecn,tecn,e6
	BaseBuilding:
	Transforms:
		RequiresCondition: factundeploy
		PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete
		IntoActor: usamcv
		Offset: 1,1
		Facing: 96
	TransformsIntoMobile:
		RequiresCondition: factundeploy
		Locomotor: heavywheeled
		RequiresForceMove: true
	TransformsIntoPassenger:
		RequiresCondition: factundeploy
		CargoType: Vehicle
		RequiresForceMove: true
	TransformsIntoRepairable:
		RequiresCondition: factundeploy
		RepairActors: fix
		RequiresForceMove: true
	TransformsIntoTransforms:
		RequiresCondition: factundeploy && build-incomplete
	Sellable:
		RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 16c0
	WithBuildingBib:
	WithBuildingPlacedAnimation:
		RequiresCondition: !build-incomplete && !chrono-vortex
	Power:
		Amount: 0
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
	ConyardChronoReturn:
		ReturnOriginalActorOnCondition: build-incomplete
		Condition: chrono-vortex
		Damage: 950
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	RenderSprites:
		Image: fact
CHINAFACT:
	Inherits: ^Building
	Selectable:
		Bounds: 72,72
	Building:
		Footprint: xxX xxx XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		Description: Produces structures.
	ProvidesPrerequisite@soviet:
		Factions: RandomSoviet, soviet
		Prerequisite: structures.china
	ProvidesPrerequisite@soviet:
		Factions: RandomSoviet, soviet
		Prerequisite: structures.soviet
	ProvidesPrerequisite@chinainf:
		Factions: RandomSoviet, soviet
		Prerequisite: infantry.china
	ProvidesPrerequisite@chinaveh:
		Factions: RandomSoviet, soviet
		Prerequisite: vehicles.china
	Health:
		HP: 150000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Production:
		Produces: Building, Defense
	Valued:
		Cost: 2000
	Tooltip:
		Name: Chinese Construction Yard
	SpawnActorsOnSell:
		ActorTypes: e1,e1,e1,tecn,tecn,e6
	BaseBuilding:
	Transforms:
		RequiresCondition: factundeploy
		PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete
		IntoActor: chinamcv
		Offset: 1,1
		Facing: 96
	TransformsIntoMobile:
		RequiresCondition: factundeploy
		Locomotor: heavywheeled
		RequiresForceMove: true
	TransformsIntoPassenger:
		RequiresCondition: factundeploy
		CargoType: Vehicle
		RequiresForceMove: true
	TransformsIntoRepairable:
		RequiresCondition: factundeploy
		RepairActors: fix
		RequiresForceMove: true
	TransformsIntoTransforms:
		RequiresCondition: factundeploy && build-incomplete
	Sellable:
		RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 16c0
	WithBuildingBib:
	WithBuildingPlacedAnimation:
		RequiresCondition: !build-incomplete && !chrono-vortex
	Power:
		Amount: 0
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
	ConyardChronoReturn:
		ReturnOriginalActorOnCondition: build-incomplete
		Condition: chrono-vortex
		Damage: 950
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	RenderSprites:
		Image: fact
#infantry   
GENMEDI:
	Inherits: MEDI
	Buildable:
		Prerequisites: ~hosp, ~techlevel.infonly
	RenderSprites:
		Image: MEDI
E1:
	Buildable:
		Prerequisites: ~barracks, ~!infantry.usa, ~!infantry.china, ~techlevel.infonly
#AlliedInfantry
E1US:
	Inherits: E1
	Buildable:
		Prerequisites: ~infantry.usa, ~techlevel.infonly
		Description: US basic infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Tooltip:
		Name: GI 
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 1
	Voiced:
		VoiceSet: USAVoice
	RenderSprites:
		Image: E1
SNIPER:
	Valued:
		Cost: 800
	Buildable:
		Prerequisites: ~tent, dome, ~infantry.usa, ~techlevel.medium
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 1
	Health:
		HP: 9500
	IgnoresDisguise:
MECH:
	Inherits: ^Soldier
	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
bits/E13:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~tent, atek, ~infantry.germany, ~techlevel.high
		Description: Elite Infantry with portable Chrono cannons.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft
	Valued:
		Cost: 650
	Tooltip:
		Name: Chrono Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: ChronoHandGun
		LocalOffset: 427, 0, 341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: ChronoHandGun
	PortableChrono:
		ChargeDelay: 500
		MaxDistance: 24
	TakeCover:
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Voiced:
		VoiceSet: ChronoVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
E7:
	Buildable:
		Prerequisites: ~tent, atek, ~!infantry.usa, ~techlevel.high
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 4
RMBO:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1200
	Tooltip:
		Name: Commando
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 120
		Prerequisites: ~tent, ~usatek, ~techlevel.high
		BuildAtProductionType: Infantry
		Queue: Infantry
		BuildLimit: 1
		Description: Elite commando infantry. Armed with\nHeavy Machine Gun.\nMaximum 1 can be trained.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Destroy Building with C4
		IconPalette: cnc
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 4
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	Health:
		HP: 15000
	Passenger:
		PipType: Red
		Voice: Move
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		ScanRadius: 8
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Armament:
		Weapon: C60mg
	Armament@SECONDARY:
		Weapon: C60mg
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Vulcan
		MuzzleSequence: garrison-muzzle
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Attack
	WithInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2,idle3
	ExternalCondition@PRODUCED:
		Condition: produced
	Targetable:
		TargetTypes: Ground, Infantry
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	AnnounceOnKill:
	Voiced:
		VoiceSet: USAVoice
	RenderSprites:
		PlayerPalette: cncplayer
		Image: rmbo
		Scale: 1.3


#sovietinfantry
E1CH:
	Inherits: E1
	Buildable:
		Prerequisites: ~infantry.china, ~techlevel.infonly
		Description: Conscripted Infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 50
	Tooltip:
		Name: Chinese Conscript
	Health:
		HP: 4000
	RenderSprites:
		Image: E1
VOLK:
	Inherits: ^Soldier
	Inherits@2: GNRL
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~barr, stek, ~infantry.russia, ~techlevel.high
		BuildLimit: 1
		Description: Elite infantry. Armed with\ntwin silenced pistols.\n Maximum 1 can be trained.\n  Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 4
	Valued:
		Cost: 1200
	Tooltip:
		Name: General Volkov
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Mobile:
		Speed: 64
		Voice: Move
	Guard:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Passenger:
		PipType: Red
		Voice: Move
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Armament:
		Weapon: SilencedPPK
	Armament@SECONDARY:
		Weapon: SilencedPPK
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: mSniper
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	ExternalCondition@PRODUCED:
		Condition: produced
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	AnnounceOnKill:
	Voiced:
		VoiceSet: VolkovVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Crushable:
		CrushClasses: heavywall
#vehicles
HARV:
	Carryable:
		LocalOffset: 0,0,550
MCV:
	Carryable:
		LocalOffset: 0,0,550
MNLY:
	Carryable:
		LocalOffset: 0,0,550
APC:
	Carryable:
		LocalOffset: 0,0,550
TRUK:
	Carryable:
		LocalOffset: 0,0,550
TTNK:
	Carryable:
		LocalOffset: 0,0,550
	Valued:
		Cost: 1200
DTRK:
	Carryable:
		LocalOffset: 0,0,550
QTNK:
	Carryable:
		LocalOffset: 0,0,550
STNK:
	Carryable:
		LocalOffset: 0,0,550

#alliedvehicles
STEALTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		IconPalette: cnc
		BuildPaletteOrder: 220
		Prerequisites: fix, atek, ~vehicles.france, ~techlevel.medium
		Description: French Stealth Tank.\n Cloaks.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 1100
	Tooltip:
		Name: Stealth Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 40000
	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
	Cloak:
		InitialDelay: 105
		CloakDelay: 175
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
JEEP:
	Carryable:
		LocalOffset: 0,0,550
FTRK:
	Buildable:
		Prerequisites: dome, ~disabled, ~techlevel.low
	Tooltip:
		Name: Mobile AA Gun
MGG:
	Inherits@selection: ^SelectableSupportUnit
2TNK:
	Buildable:
		Prerequisites: fix, ~!vehicles.germany, ~!vehicles.usa, ~vehicles.allies, ~techlevel.medium
	Valued:
		Cost: 800
	Carryable:
		LocalOffset: 0,0,550
MRJ:
	Buildable:
		Prerequisites: techcenter, ~vehicles.allies, ~techlevel.high

PANZER:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		IconPalette: cnc
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.germany, ~techlevel.medium
		Description: German Main Battle Tank.\n  Strong vs Vehicles\n  Weak vs Aircraft
	Valued:
		Cost: 850
	Carryable:
		LocalOffset: 0,0,550
	Tooltip:
		Name: Panzer 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@PRIMARY:
		Weapon: P90mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Weapon: P60mg
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Voiced:
		VoiceSet: PanzerVoice
	SpawnActorOnDeath:
		Actor: PANZER.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	RenderSprites:
		Image: panzer
PANZER.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Panzer Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: panzer
	InfiltrateForTransform:
		IntoActor: panzer
	RenderSprites:
		Image: panzer.destroyed
SHERMAN:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.allies, ~!vehicles.germany, ~!vehicles.england, ~!vehicles.france, ~techlevel.medium
		Description: USA Main Battle Tank.\n  Strong vs Vehicles\n  Weak vs Infantry
	Valued:
		Cost: 850
	Carryable:
		LocalOffset: 0,0,550
	Tooltip:
		Name: Sherman 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@PRIMARY:
		Weapon: 90mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Weapon: RedEye
		LocalOffset: 420,10,90
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Voiced:
		VoiceSet: USAVoice
	SpawnActorOnDeath:
		Actor: 2TNK.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	RenderSprites:
		Image: sherman
		PlayerPalette: cncplayer
PTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Carryable:
		LocalOffset: 0,0,550
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		BuildDuration: 1450
		Prerequisites: dome, ~usatek, ~techlevel.high
		Description: Medium-range artillery with Prism Tower derived weapon.\n  Strong vs Buildings, Defenses, Infantry, Light Armor\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Prism Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	Armor:
		Type: Light
	Mobile:
		Speed: 82
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
		Offset: 100,0,0
	Armament:
		Weapon: PrisTLaser
		LocalOffset: 100,0,180
	AttackTurreted:
		TargetFrozenActors: True
		OpportunityFire: False
		Voice: Attack
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: PTNK.Husk
	Voiced:
		VoiceSet: PrismVoice
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
PTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Prism Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ptnk
	InfiltrateForTransform:
		IntoActor: ptnk
	RenderSprites:
		Image: ptnk.destroyed
IFV:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetGround
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		BuildDuration: 670
		Prerequisites: dome, ~vehicles.allies, ~techlevel.medium
		Description: Adaptable infantry transport.\n  Special Ability: Transform
	Carryable:
		LocalOffset: 0,0,550
	Valued:
		Cost: 800
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Mobile:
		Speed: 158
		PauseOnCondition: notmobile || being-captured
	Turreted:
		TurnSpeed: 10
		Offset: 20,0,0
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	RevealsShroud:
		MinRange: 4c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armor:
		Type: Light
	Health:
		HP: 26000
	Tooltip:
		Name: IFV
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		InitialUnits: e1
		LoadedCondition: loaded
		PassengerConditions:
			e1: ifv-rifle
			e1us: ifv-rifle
			e1ch: ifv-rifle
			e1r1: ifv-rifle
			e2: ifv-grenadier
			e3: ifv-rocket
			e3r1: ifv-rocket
			e4: ifv-flame
			spy: ifv-spy
			spy.england: ifv-spy
			e7: ifv-sniper
			rmbo: ifv-sniper
			volk: ifv-sniper
			medi: ifv-medic
			genmedi: ifv-medic
			mech: ifv-mechanic
			thf: ifv-spy
			shok: ifv-tesla
			sniper: ifv-sniper
			bits/e13: ifv-chrono
         
	Armament@rifle:
		Weapon: m60mg
		LocalOffset: 128,0,43
		RequiresCondition: ifv-rifle
	TooltipDescription@rifleman:
		Name: Assault IFV
		ValidRelationships: Ally
		RequiresCondition: ifv-rifle
        
	Armament@chrono:
		Weapon: ChronoHandGun
		LocalOffset: 128,0,43
		RequiresCondition: ifv-chrono
	Tooltip@chrono:
		Name: Chrono IFV
		RequiresCondition: ifv-chrono
	PortableChrono@chrono:
		ChargeDelay: 500
		MaxDistance: 15
		RequiresCondition: ifv-chrono

	Armament@rocketAG:
		Weapon: SidewinderAA
		LocalOffset: 128,0,43
		RequiresCondition: ifv-rocket
	Tooltip@rocket:
		Name: SAM IFV
		RequiresCondition: ifv-rocket
	WithSpriteTurret@samturr2:
		RequiresCondition: ifv-rocket
		Sequence: turret2

	Armament@medic:
		Weapon: mHeal
		Cursor: heal
		OutsideRangeCursor: heal
		TargetStances: Ally
		ForceTargetStances: None
		RequiresCondition: ifv-medic
	Tooltip@medic:
		Name: Ambulance IFV
		RequiresCondition: ifv-medic
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: medic
		ReferencePoint: Bottom, Right
		RequiresCondition: ifv-medic

	Armament@mechanic:
		Weapon: mRepair
		Cursor: repair
		OutsideRangeCursor: repair
		TargetStances: Ally
		ForceTargetStances: None
		RequiresCondition: ifv-mechanic
	ChangesHealth@mechanic:
		Step: 10
		Delay: 50
		HealIfBelow: 100
		DamageCooldown: 150
		RequiresCondition: ifv-mechanic
	Tooltip@mechanic:
		Name: Repair IFV
		RequiresCondition: ifv-mechanic

	DetectCloaked@spy:
		CloakTypes: Cloak
		RequiresCondition: ifv-spy
	Tooltip@spy:
		Name: Stealth IFV
		RequiresCondition: ifv-spy
	Cloak:
		InitialDelay: 25
		CloakDelay: 175
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		RequiresCondition: ifv-spy
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical

	Armament@sniper:
		Weapon: mSniper
		LocalOffset: 128,0,43
		RequiresCondition: ifv-sniper
	Tooltip@sniper:
		Name: Sniper Ranger
		RequiresCondition: ifv-sniper

	Armament@grenadier:
		Weapon: mGrenade
		LocalOffset: 128,0,43
		RequiresCondition: ifv-grenadier
	Tooltip@grenadier:
		Name: Grenade Ranger
		RequiresCondition: ifv-grenadier

	Armament@flamer:
		Weapon: Flamer
		LocalOffset: 128,0,43
		RequiresCondition: ifv-flame
	Tooltip@flamer:
		Name: Flame IFV
		RequiresCondition: ifv-flame

	Armament@shock:
		Weapon: TTankZap
		LocalOffset: 128,0,43
		RequiresCondition: ifv-tesla
	Tooltip@shock:
		Name: Tesla IFV
		RequiresCondition: ifv-tesla
        
	GrantCondition@customautotarget:
		RequiresCondition: ifv-medic || ifv-mechanic || ifv-sniper
		Condition: customautotarget
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything || assault-move && !customautotarget
	AutoTargetPriority@INCLUDEAIR:
		ValidTargets: Air
		InvalidTargets: NoAutoTarget
		RequiresCondition: ifv-rocket
	AutoTargetPriority@MEDICORSNIPERORTANYA:
		ValidTargets: Infantry
		InvalidTargets: NoAutoTarget
		RequiresCondition: ifv-medic || ifv-sniper
	AutoTargetPriority@MECHANIC:
		ValidTargets: Vehicle, Tank
		InvalidTargets: NoAutoTarget
		RequiresCondition: ifv-mechanic
MSAR:
	Inherits: ^Vehicle
	Inherits@SELECTION: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		IconPalette: chrometd
		Prerequisites: weap, ~vehicles.england, ~techlevel.medium
		BuildDurationModifier: 50
		Description: Listening Post.\n When deployed, provides radar and increases nearby vehicle view range.\n Detects cloaked units.\n Unarmed
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Sensor Array
		RequiresCondition: !deployed
	Tooltip@DEPLOYED:
		Name: Listening Post
		RequiresCondition: deployed
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 82
		RequireForceMoveCondition: !undeployed
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
		RequiresCondition: undeployed
	RevealsShroud@GAPGEN:
		Range: 4c0
		RequiresCondition: undeployed
	RevealsShroud@DEPLOYED:
		RequiresCondition: !undeployed
		Range: 20c0
	RenderSprites:
		Image: msar
	Repairable:
		RequireForceMoveCondition: !undeployed
	Passenger:
		RequireForceMoveCondition: !undeployed
	GrantCondition@PREVIEWWORKAROUND:
		Condition: real-actor
	GrantConditionOnFaction@england:
		Condition: english
		Factions: england
	WithMakeAnimation:
		BodyNames: deployedbody
	Carryable:
		LocalOffset: 0,0,150
	WithSpriteBody@deployed:
		Sequence: idle-static
		RequiresCondition: !undeployed && real-actor
		Name: deployedbody
	WithFacingSpriteBody:
		RequiresCondition: !deployed
	GrantConditionOnDeploy:
		PauseOnCondition: being-captured
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		Facing: 165
		AllowedTerrainTypes: Clear, Road, Rough, Ore, Gems
		DeploySounds: placbldg.aud
		UndeploySounds: audio/clicky1.aud
		UndeployOnMove: true
		UndeployOnPickup: true
	Cloak:
		InitialDelay: 125
		CloakDelay: 60
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		RequiresCondition: deployed && english
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	DetectCloaked@Deployed:
		Range: 10c0
		CloakTypes: Cloak
		RequiresCondition: deployed
	IgnoresDisguise:
	RenderDetectionCircle:
		TrailCount: 3
	ProvidesRadar:
		RequiresCondition: deployed
	GpsDot:
		String: Communications
	Selectable:
		DecorationBounds: 30,30
	ProximityExternalCondition@Bino:
		Condition: bino
		Range: 15c0
		EnableSound: bits/dsaping1.aud
		AffectsParent: False
		RequiresCondition: deployed
	Targetable:
		TargetTypes: Ground, Vehicle, C4
	RenderSprites:
		PlayerPalette: playertd
	WithDamageOverlay:
		Image: smoke_mtd
#sovietvehicles
3TNK:
	Inherits: ^TrackedVehicle
	Buildable:
		Prerequisites: fix, ~!vehicles.china, ~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
	Health:
		HP: 60000
	Mobile:
		Speed: 71
3TNK.china:
	Inherits: 3TNK
	Buildable:
		Prerequisites: fix, ~chinafact, ~techlevel.medium
		Description: China Main Battle Tank, with dual cannons\n made cheaper at the cost of\n quality.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 950
	Tooltip:
		Name: China Heavy Tank
		GenericName: Tank
	Health:
		HP: 47000
	Mobile:
		Speed: 65
	RenderSprites:
		Image: 3tnk

ftnk:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		Prerequisites: ftur, ~vehicles.soviet, ~!vehicles.russia, ~!vehicles.ukraine, ~techlevel.low
		BuildPaletteOrder: 120
		Description: Flame tank.\n  Strong vs Infantry\n  Weak vs Tanks, Aircraft
		IconPalette: cnc
	Valued:
		Cost: 800
	Tooltip:
		Name: Flame Tank
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Health:
		HP: 18000
	Mobile:
		Locomotor: lighttracked
		Speed: 90
	Armament:
		Weapon: Flamer.Tank
		Recoil: 0
		RecoilRecovery: 0
		LocalOffset: 512,128,42, 512,-128,42
		MuzzleSequence: 
	AttackFrontal:
	WithMuzzleOverlay:
	Explodes:
		Weapon: CrateNapalm
		EmptyWeapon: CrateNapalm
		DamageSource: Killer
	RenderSprites:
		Image: ftnk
		PlayerPalette: cncplayer
TNKD:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, ~stek, ~vehicles.ukraine, ~techlevel.high
		Description: Mobile anti-armor platform, sporting a big gun\n Strong vs Tanks, Vehicles\n Weak vs Infantry, Aircraft
	Valued:
		Cost: 975
	Tooltip:
		Name: Tank Destroyer
		GenericName: Tank
	Health:
		HP: 67000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 3
		Speed: 71
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 130mm
		LocalOffset: 720,0,90
		MuzzleSequence: muzzle
	AttackFrontal:
	WithMuzzleOverlay:
	Voiced:
		VoiceSet: TnkdVoice
	SpawnActorOnDeath:
		Actor: TNKD.Husk
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
TNKD.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Tank Destroyer (Destroyed)
	TransformOnCapture:
		IntoActor: tnkd
	InfiltrateForTransform:
		IntoActor: tnkd
	RenderSprites:
		Image: tnkd.destroyed
msam:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 130
		Prerequisites: ~dome, ~vehicles.soviet, ~techlevel.high
		Description: Mobile SAM.\n  Strong vs Aircraft\n  Weak vs Infantry, Tanks
		IconPalette: cnc
	Valued:
		Cost: 600
	Tooltip:
		Name: Mobile SAM
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Health:
		HP: 35000
	Mobile:
		Speed: 110
	Armament:
		Weapon: MobileNike
		LocalOffset: 213,128,0, 213,-128,0
	Mobile:
		Speed: 85
		TurnSpeed: 4
	AttackTurreted:
	Turreted:
		TurnSpeed: 15
		Offset: -256,0,128
	WithSpriteTurret:
		AimSequence: aim
	RenderSprites:
		PlayerPalette: cncplayer
		Image: msam
V2RL:
	Buildable:
		Prerequisites: dome, ~!vehicles.russia, ~vehicles.soviet, ~techlevel.medium
V3RL:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		BuildDuration: 1450
		Prerequisites: dome, ~vehicles.russia, ~techlevel.high
		Description: Extreme long-range rocket artillery.\n  Strong vs Buildings, Defenses, Infantry\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: V3 Launcher
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 85
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: V3Launcher
		ReloadingCondition: reloading
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		Voice: Attack
	WithFacingSpriteBody:
		RequiresCondition: !reloading
		Name: loaded
	WithFacingSpriteBody@EMPTY:
		RequiresCondition: reloading
		Sequence: empty-idle
		Name: reloading
	Explodes:
		Weapon: BarrelExplode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	Voiced:
		VoiceSet: V3Voice
	Exit:
		SpawnOffset: 0,-128,0
	AutoTarget:
		ScanRadius: 16
4TNK:
	Buildable:
		Prerequisites: fix, stek, ~!vehicles.china, ~vehicles.soviet, ~techlevel.high
BATF:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: fix, ~chinatek, ~techlevel.high
		Description: Heavily-armored fortress on wheels, armed with multiple turrets.\nCan crush concrete walls \n Strong vs Vehicles, Aircraft\n Weak vs Infantry
	Valued:
		Cost: 2100
	Tooltip:
		Name: Battle Fortress
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 100000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: heavytracked
		Speed: 50
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AttackTurreted:
		Turrets: primary, secondary, tertiary
		Armaments: primary, secondary, tertiary, quaterany
		Voice: Attack
	Armament@PRIMARY:
		Name: primary
		Turret: primary
		Weapon: 90mm
		LocalOffset: 200,0,300
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: 90mm
		FireDelay: 8
		LocalOffset: 200,0,300
	Armament@TERTIARY:
		Name: tertiary
		Turret: tertiary
		Weapon: SidewinderAA
		LocalOffset: -200,0,300
		MuzzleSequence: muzzle
	Armament@QUARTERANY:
		Name: quaterany
		Turret: primary
		Weapon: P60mg
		LocalOffset: -200,0,300
		MuzzleSequence: muzzle
	Turreted@PRIMARY:
		Turret: primary
		Offset: 200,-300,0
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: secondary
		Offset: 200,300,0
		TurnSpeed: 3
	Turreted@TERTIARY:
		Turret: tertiary
		Offset: -300,0,358
		TurnSpeed: 4
	WithMuzzleOverlay:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4
	Voiced:
		VoiceSet: BattleFortressVoice
	ChangesHealth:
		Step: 100
		Delay: 3
		HealIfBelow: 50
		DamageCooldown: 150
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	WithSpriteTurret@TERTIARY:
		Turret: tertiary
		Sequence: turret2
	SpawnActorOnDeath@1:
		Actor: E1CH
		Offset: 1,1
	SpawnActorOnDeath@2:
		Actor: CHAN
	SpawnActorOnDeath@3:
		Actor: E1CH
		Offset: -1,-1
	SpawnActorOnDeath@4:
		Actor: E3
		Offset: 0,1
	SpawnActorOnDeath@5:
		Actor: E3
		Offset: 1,0
	SpawnActorOnDeath@6:
		Actor: BATF.Husk
	Capturable:
BATF.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Battle Fortress)
	TransformOnCapture:
		IntoActor: batf
	InfiltrateForTransform:
		IntoActor: batf
	RenderSprites:
		Image: batf.destroyed
ISU:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 260
		BuildDuration: 2000
		Prerequisites: dome, fix, ~vehicles.soviet, ~!vehicles.russia, ~!vehicles.ukraine, ~techlevel.high
		Description: Powerful medium-range artillery.\n Strong vs Buildings, Infantry\n Weak vs Aircraft
	Valued:
		Cost: 1800
	Tooltip:
		Name: Siege Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 2
		Speed: 56
		Locomotor: heavytracked
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 380mm
		LocalOffset: 824,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		Voice: Attack
	WithMuzzleOverlay:
	Explodes:
		Weapon: ArtilleryExplode
		LoadedChance: 75
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Passenger:
		Voice: Move
	Voiced:
		VoiceSet: SiegeTankVoice
	SpawnActorOnDeath:
		Actor: ISU.Husk
ISU.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Siege Tank)
	TransformOnCapture:
		IntoActor: isu
	InfiltrateForTransform:
		IntoActor: isu
	RenderSprites:
		Image: isu.destroyed
LATNK:
	Inherits: ^TrackedVehicle
	Inherits@SELECTION: ^SelectableSupportUnit
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Buildable:
		Queue: Vehicle
		BuildDuration: 1450
		BuildLimit: 1
		Prerequisites: ~iron, ~vehicles.china
		Description: Portable Iron Curtain
	Valued:
		Cost: 3000
	Tooltip:
		Name: Portable Iron Curtain
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 30000
	Armor:
		Type: Light
	Mobile:
		Speed: 90
		TurnSpeed: 5
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: LaserCannon
		TargetStances: Ally
		ForceTargetStances: None
	AttackTurreted:
	Turreted:
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: 0, 0, 10
		Palette:
		IsPlayerPalette: false
		PauseOnLowPower: false
	Selectable:
		DecorationBounds: 30,30
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	SpawnActorOnDeath:
		Actor: LATNK.Husk
LATNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (PIC)
	TransformOnCapture:
		IntoActor: latnk
	InfiltrateForTransform:
		IntoActor: latnk
	RenderSprites:
#alliedaircraft
HELI:
	Rearmable:
		RearmActors: hpad, carr.deployed
MH60:
	Rearmable:
		RearmActors: hpad, carr.deployed
USTRAN:
	Inherits: TRAN
	-Buildable:
	Health:
		HP: 50000
	Aircraft:
		Repulsable: False
		Speed: 158
	ParaDrop:
		DropRange: 5c0
		ChuteSound: chute1.aud
	-RevealsShroud:
	-RevealsShroud@GAPGEN:
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	-Voiced:
	Tooltip:
		Name: USAF Paradrop
	-EjectOnDeath:
	RejectsOrders:
	GivesExperience:
		Experience: 1000
	Interactable:
	RenderSprites:
		Image: tran
USTRAN2:
	Inherits: TRAN
	Buildable:
		Prerequisites: ~usafld, ~techlevel.medium
		Description: USAF Transport Helicopter.\n  Can air lift vehicles.
	Voiced:
		VoiceSet: USAVoice
	Carryall:
		LocalOffset: 0,0,-10
		DropOffCursor: deploy
	RenderSprites:
		Image: tran
apache:
	Inherits: ^Helicopter
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@AUTOTARGET2: ^AutoTargetAir
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		Prerequisites: ~usafld, ~techlevel.high
		Description: USAF Helicopter gunship.\n  Strong vs Everything.\n  Weak vs Nothing
		IconPalette: cnc
	Valued:
		Cost: 2100
	Tooltip:
		Name: Apache
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 27500
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ApacheHellfire
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Weapon: ApacheChainGun
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
	Armament@TERTIARY:
		Weapon: SidewinderAA
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: True
		AttackType: Hover
		OpportunityFire: True
	Aircraft:
		TurnSpeed: 5
		Speed: 145
	AutoTarget:
		InitialStance: Defend
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 10
		ReloadDelay: 8
		AmmoCondition: ammo
	WithAmmoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		PipCount: 5        
	Voiced:
		VoiceSet: USAVoice
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HELI.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	Rearmable:
		RearmActors: usafld, hpad, carr.deployed
	RenderSprites:
		PlayerPalette: cncplayer
		Image: apache
B2B:
	Inherits: ^Plane
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildDuration: 2500
		Prerequisites: ~usafld, usatek, ~techlevel.high
		Description: Stealth Bomber.\n  Strong vs Buildings, Infantry\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 2500
	Tooltip:
		Name: Stealth Bomber
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 14000
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament:
		Weapon: FireBomb
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 128
		PersistentTargeting: false
		OpportunityFire: False
	Aircraft:
		IdleBehavior: ReturnToBase
		AirborneCondition: stealthed
		CruiseAltitude: 4c0
		InitialFacing: 192
		TurnSpeed: 4
		TakeOffOnResupply: False
		TakeOffOnCreation: False
		MoveIntoShroud: False
		Speed: 169
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: AttackAnything
	AmmoPool:
		Ammo: 1
		ReloadDelay: 240
		AmmoCondition: ammo
	WithAmmoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		PipCount: 1        
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 65,54,0,1
	Contrail@1:
		Offset: -432,560,0 
	Contrail@2:
		Offset: -432,-560,0
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Rearmable:
		RearmActors: usafld, hpad, afld, afld.ukraine
	Cloak:
		RequiresCondition: stealthed
		InitialDelay: 125
		CloakDelay: 125
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		UncloakOn: Attack, Heal, Dock
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	SpawnActorOnDeath:
		Actor: HELI.Husk
#sovietaircraft
HIND:
	Buildable:
		Prerequisites: ~chpad, ~techlevel.medium
	Rearmable:
		RearmActors: chpad
KIRO:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	RenderSprites:
		Image: kirov
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 55
		BuildDurationModifier: 75
		Prerequisites: ~chpad, ~chinatek, ~techlevel.high
		Description: Heavily armoured airship equipped with massive bombs.\n Strong vs Buildings, Infantry\n  Weak vs Aircraft, Vehicles
	Valued:
		Cost: 3000
	Tooltip:
		Name: Kirov Airship
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 180000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		MinRange: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: KirovBomb
		LocalOffset: -20,0,0
		PauseOnCondition: !ammo
	AmmoPool:
		Ammo: 8
		AmmoCondition: ammo
	AttackAircraft:
		FacingTolerance: 128
		AttackType: Hover
		Voice: Attack
	Aircraft:
		CruiseAltitude: 2c0
		InitialFacing: 192
		TurnSpeed: 3
		Speed: 50
		Voice: Move
		AltitudeVelocity: 0c50
		CanForceLand: False
	AutoTarget:
		InitialStanceAI: AttackAnything
		ScanRadius: 10
	SpawnActorOnDeath:
		Actor: KIRO.Husk
	WithIdleOverlay@ROTOR1AIR:
		Offset: -180,597,250
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: -180,597,250
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR2AIR:
		Offset: -180,-597,250
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR2GROUND:
		Offset: -180,-597,250
		Sequence: slow-rotor
		RequiresCondition: !airborne
	SmokeTrailWhenDamaged@1:
		Offset: -100,500,100
	SmokeTrailWhenDamaged@2:
		Offset: -100,-500,100
	Rearmable:
		RearmActors: chpad, hpad
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 40,40,0,1
	ChangesHealth:
		Step: 1
		Delay: 25
		HealIfBelow: 75
		DamageCooldown: 150
	Voiced:
		VoiceSet: KirovVoice
	Explodes:
		Weapon: KirovExplode
		RequiresCondition: !airborne
	WithAmmoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true        
KIRO.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Husk (Kirov)
	Aircraft:
		TurnSpeed: 2
		Speed: 30
	FallsToEarth:
		MaximumSpinSpeed: 0
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
		MinDamage: Undamaged
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
		MinDamage: Undamaged
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	RenderSprites:
		Image: kirov
	FallsToEarth:
		Explosion: KirovExplode
#ship

#alliedships
DD:
	Buildable:
		Prerequisites: ~syrd, dome, ~ships.allies, ~techlevel.medium
CA:
	Buildable:
		Prerequisites: ~syrd, atek, ~!vehicles.usa, ~techlevel.high
	Valued:
		Cost: 2200
DD.England:
	Inherits: DD
	Buildable:
		Prerequisites: ~syrd.england, ~techlevel.medium
	ProducibleWithLevel:
		Prerequisites: techlevel.medium
		InitialLevels: 1
	RenderSprites:
		Image: dd
CA.England:
	Inherits: CA
	Buildable:
		Prerequisites: ~syrd.england, atek, ~techlevel.high
	Valued:
		Cost: 2200
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 1
	RenderSprites:
		Image: ca
DD2:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 40
		Prerequisites: ~syrd, ~usatek, ~techlevel.high
		IconPalette: chrometd
		Description: Advanced warship\n armed with a prism beam.\n  Strong vs Naval, Ground units\n  Weak vs Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Frigate
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 5
		Speed: 65
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: -90,0,406
	Turreted:
		TurnSpeed: 6
		Offset: 551,0,158
	Armament:
		Weapon: PrisTLaser
		LocalOffset: 200,0,30
		Recoil: 0
		RecoilRecovery: 0
		MuzzleSequence: muzzle
	AttackTurreted:
	SelectionDecorations:
	AutoTarget:
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithMuzzleOverlay:
	Selectable:
		DecorationBounds: 38,38
CARR:
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 35
		Prerequisites: ~syrd.england, dome, ~ships.england, ~techlevel.medium
		Description: Mobile helipad.\n  Unarmed\n  Special Ability: Deploy \n becomes a reloading platform\n when deployed.
	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:
	-Capturable:
	-SpawnActorsOnSell:
	GpsDot:
		String: Ship
	-Demolishable:
	-Sellable:
	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:
	WithDecoration@deployed:
		Image: pips
		Sequence: pip-deployed
		ReferencePoint: Top
		ZOffset: 256
	Targetable:
		TargetTypes: Ground, Water, Ship
	WithResupplyAnimation:
MNLYPT:
	Inherits@selection: ^SelectableSupportUnit
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 20
		Prerequisites: ~syrd.england, ~techlevel.low
		Description: Minelaying support ship.\nCan detect submarines, mines.\n  Strong vs Naval units\n  Lays seamines
	Valued:
		Cost: 900
	Tooltip:
		Name: Naval Minelayer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 7
		Speed: 128
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Minelayer:
		Mine: MINS
		TerrainTypes: Water
	MineImmune:
	ReloadAmmoPool:
		Sound: minelay1.aud
		Delay: 350
		ResetOnFire: True
	AmmoPool:
		Ammo: 5
	Rearmable:
		RearmActors: syrd
	DetectCloaked:
		CloakTypes: Underwater, Mine
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 36,36

#sovietships
MSUB:
	Buildable:
		Prerequisites: ~spen, stek, ~!vehicles.china, ~techlevel.high
ICBMSUB:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 61
		Prerequisites: ~spen, ~chinatek, ~techlevel.high
		Description: Submerged anti-ground siege unit\narmed with napalm missiles.\nCan detect other submarines.\n  Strong vs Infantry, Buildings\n  Weak vs Naval units, Aircraft\n  Special Ability: Submerge
	Valued:
		Cost: 2000
	Tooltip:
		Name: ICBM Submarine
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 45000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 3
		Speed: 40
	RevealsShroud:
		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
		UncloakOn: Unload, Infiltrate, Demolish, Dock, Heal
		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: NapalmMissile
		LocalOffset: 350,-151,0, 350,151,0
		FireDelay: 1
	Armament@secondary:
		Weapon: NapalmMissile
		LocalOffset: 350,-151,0, 350,151,0
		FireDelay: 10
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	-MustBeDestroyed:
	Selectable:
		DecorationBounds: 44,44
#buildings
^Defense:
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
MSLO:
	Buildable:
		Prerequisites: techcenter, ~!structures.usa, ~techlevel.unrestricted
IRON:
	Buildable:
		Prerequisites: techcenter, ~structures.soviet, ~techlevel.unrestricted
PDOX:
	Buildable:
		Prerequisites: techcenter, ~structures.allies, ~techlevel.unrestricted
#walls&fences
SBAG:
	Buildable:
		Prerequisites: fact, ~!usafact, ~!structures.france, ~structures.allies, ~techlevel.low
CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 45
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~usafact, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Wood
	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.france, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: woodfence
	LineBuildNode:
		Types: woodfence
	WithWallSpriteBody:
		Type: woodfence
BARB:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 1
		Prerequisites: ~chinafact, ~techlevel.low
		Description: Stops infantry and light vehicles.\nCan be crushed by tracked vehicles.
	Valued:
		Cost: 50
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Barbed Wire Fence
	Armor:
		Type: Wood
	LineBuildNode:
		Types: barbwire
	WithWallSpriteBody:
		Type: barbwire
BRIK:
	Buildable:
		Prerequisites: anypower, ~techlevel.medium
^Building:
	Capturable@2:          
		RequiresCondition: !build-incomplete
		Types: building-external  
^Wall:
	LineBuildNode:
		Types: wall, gate
^Gate:
	Inherits: ^Building
	-WithSpriteBody:
	-EngineerRepairable:
	-Capturable:
	-Capturable@2:
	-SpawnActorsOnSell:
	-CaptureManager:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	-WithMakeAnimation:
	-GivesBuildableArea:
	-GivesExperience:
	-MustBeDestroyed:
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	LineBuildNode:
		Types: concrete, gate
	WithGateSpriteBody:
		PauseOnCondition: disabled
	Tooltip:
		Name: Gate
	Building:
		BuildSounds: bits/place2.aud
		TerrainTypes: Clear, Road
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 6
	MapEditorData:
		Categories: Wall
	Gate:
		PauseOnCondition: disabled
		OpeningSound: audio/hydrod1.aud
		ClosingSound: audio/hvydoor1.aud
		BlocksProjectilesHeight: 0
HGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 512
	Building:
		Footprint: xxx
		Dimensions: 3,1
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 30
		Prerequisites: ~anypower, ~techlevel.medium
		Description: Places an horizontal gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: -1,0, 3,0
	LineBuildNode:
		Connections: -1,0, 1,0
	Tooltip:
		Name: Gate - (horizontal)
	RevealsShroud:
		Range: 1c0
	RenderSprites:
		Image: hgate
VGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, 1536
	Building:
		Footprint: x x x
		Dimensions: 1,3
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 31
		Prerequisites: ~anypower, ~techlevel.medium
		Description: Places an vertical gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: 0,-1, 0,3
	LineBuildNode:
		Connections: 0,-1, 0,1
	Tooltip:
		Name: Gate I (vertical)
	RevealsShroud:
		Range: 1c0
#alliedDefences
PBOX:
	Buildable:
		Prerequisites: tent, ~structures.allies, ~!structures.usa, ~techlevel.low
	Cargo:
		Types: Infantry
		MaxWeight: 2
		PipCount: 2
		InitialUnits: e1
	Power:
		Amount: -10
	DetectCloaked:
		Range: 4c0
GTWR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 24,24
	Valued:
		Cost: 400
	Tooltip:
		Name: Guard Tower
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: tent, ~usafact, ~techlevel.low
		Queue: Defense
		Description: Basic defensive structure.\n  Strong vs Infantry\n  Weak vs Tanks
		IconPalette: cnc
	Building:
	Health:
		HP: 35000
	RevealsShroud:
		Range: 7c0
	WithBuildingBib:
		HasMinibib: true
		Palette: cnc
	Armament:
		Weapon: Vulcan
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle
	AttackTurreted:
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 3c0
	WithMuzzleOverlay:
	Turreted:
		TurnSpeed: 255
	Power:
		Amount: -10
	RenderSprites:
		PlayerPalette: cncplayer
		Image: gtwr
		Scale: 1.2
HTUR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Inherits@shape: ^2x2Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 60
		BuildDuration: 1450
		Prerequisites: atek, ~structures.france, ~techlevel.high
		Description: Anti-Armor artillary of epic proportions.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Grand Cannon
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 74000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Turreted:
		TurnSpeed: 2
		InitialFacing: 0
		RealignDelay: -1
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	AttackTurreted:
	Armament:
		Weapon: 203mm
		MuzzleSequence: muzzle
		LocalOffset: 1000,200,60, 1000,0,60, 1000,-200,60
	WithMuzzleOverlay:
	Power:
		Amount: -100
	BodyOrientation:
		UseClassicFacingFudge: True
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithBuildingBib:
		HasMinibib: true
	Selectable:
		Bounds: 48,48
GAP:
	Buildable:
		Prerequisites: techcenter, ~structures.allies, ~techlevel.high
#alliedbuildings
SYRD:
	Buildable:
		Prerequisites: anypower, ~structures.allies, ~!structures.england, ~techlevel.low
SYRD.england:
	Inherits: SYRD
	Buildable:
		Prerequisites: anypower, ~structures.england, ~techlevel.low
		Description: Produces and repairs\nships and transports.
	Tooltip:
		Name: British Naval Yard
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: ships.england
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: ships.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: ships.alliesvanilla
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: ships.allies
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: ships.england
	SpawnActorPower@sonar:
		Icon: sonar        
		Description: Sonar Pulse
		LongDesc: Reveals all submarines in the\n vicinity for a short time.
		ChargeInterval: 2000
		EndChargeSpeechNotification: SonarPulseReady
		SelectTargetSpeechNotification: SelectTarget
		Actor: sonar
		LifeTime: 300
		DeploySound: sonpulse.aud
		EffectImage: moveflsh
		EffectPalette: moveflash
	RenderSprites:
		Image: syrd

ATEK:
	Buildable:
		Prerequisites: weap, dome, ~structures.allies, ~!usafact, ~techlevel.high
USATEK:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPower
	HitShape:
		TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
		Type: Rectangle
			TopLeft: -1024, -384
			BottomRight: 1024, 1024
	Valued:
		Cost: 1800
	Tooltip:
		Name: USA Technology Centre
	Buildable:
		BuildPaletteOrder: 140
		Prerequisites: weap, dome, ~usafact, ~techlevel.high
		Queue: Building
		Description: Provides Allied advanced technologies.\n  Special Ability: GPS Satellite.\n Special Ability: Ion Cannon
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 48,40,0,9
		DecorationBounds: 48,53,0,-4
	SelectionDecorations:
	WithSpriteBody:
		PauseAnimationWhenDisabled: true
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 6c0
		RequiresCondition: !disabled
	WithBuildingBib:
	IonCannonPower:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.high
		Icon: ioncannon
		Cursor: ability
		IconPalette: cnc
		EffectPalette: cnc
		ChargeInterval: 6750
		Description: Ion Cannon
		LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSpeechNotification: IonCannonCharging
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayTimerStances: Ally, Neutral, Enemy
		OnFireSound: ion1.aud
		DisplayRadarPing: True
		CameraActor: camera
		SupportPowerPaletteOrder: 20
	ProvidesPrerequisite:
		Prerequisite: techcenter
	GpsPower:
		PauseOnCondition: disabled
		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: 90
	Power:
		Amount: -200
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		PlayerPalette: cncplayer
HPAD:
	Buildable:
		Prerequisites: dome, ~!usafact, ~structures.allies, ~techlevel.medium
USAFLD:
	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: ~usafact, dome, ~techlevel.medium,
		Description: US Air Force Base.\n Produces and reloads aircraft.\n  Special Ability: Paratroopers
	Valued:
		Cost: 500
	Tooltip:
		Name: US Airforce Base
	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, Helicopter
	Reservable:
	ProvidesPrerequisite@allies:
		Factions: allies
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: aircraft.alliesvanilla
	ParatroopersPower@usaparatroopers:
		OrderName: USAParatroopers
		Prerequisites: aircraft.allies
		Icon: sniperdrop
		UnitType: USTRAN
		ChargeInterval: 7500
		Description: Sniper Drop
		LongDesc: A Chinook drops a squad of snipers\nanywhere on the map.
		DropItems: SNIPER,SNIPER,SNIPER
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50
	ProductionBar:
		ProductionType: Aircraft
	SupportPowerChargeBar:
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
		Prerequisite: usafld
	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
	RenderSprites:
		Image: afld
#sovietbuildings
STEK:
	Buildable:
		Prerequisites: weap, dome, ~structures.soviet, ~!chinafact, ~techlevel.high
CHINATEK:
	Inherits: ^ScienceBuilding
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 512
	Buildable:
		Queue: Building
		BuildPaletteOrder: 150
		Prerequisites: weap, dome, ~chinafact, ~techlevel.high
		Description: Provides Chinese advanced technologies.
	Valued:
		Cost: 1500
	Tooltip:
		Name: Chnese Tech Center
	ProvidesPrerequisite:
		Prerequisite: techcenter
	Building:
		Footprint: xxx === ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,48
		DecorationBounds: 72,64,0,-16
	SelectionDecorations:
	Production:
		Produces: Vehicle
	ProduceActorPower:
		Actors: 3tnk.china
		Type: Vehicle
		ReadyAudio: ChinaPower
		ChargeInterval: 3000
		Icon: industry
		Description: Industrialisation
		LongDesc: Advanced Chinese industry\n produces a stream\n of heavy tanks.
		ClockSequence: clock
		CircleSequence: circles
		InsufficientPowerSpeechNotification: InsufficientPower
		SupportPowerPaletteOrder: 80
		PauseOnCondition: lowpower
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	Exit@1:
		RequiresCondition: !being-captured
		ProductionTypes: Vehicle
		SpawnOffset: -512,-512,0
		ExitCell: 0,1
		ExitDelay: 3
	ExitsDebugOverlay:
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	WithBuildingBib:
	Power:
		Amount: -200
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: chinatek
HACKER:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	HitShape:
		TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
		Type: Rectangle
			TopLeft: -1024, -384
			BottomRight: 1024, 1024
	Valued:
		Cost: 1000
	Tooltip:
		Name: Communications Center
	Buildable:
		BuildPaletteOrder: 130
		Prerequisites: ~chinatek, ~techlevel.medium
		Queue: Building
		Description: Chinese hackers steal money.\nGenerates funds.\nRequires power to operate.
		IconPalette: cnc
	Power:
		Amount: -100
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 48,40,0,9
		DecorationBounds: 48,53,0,-4
	SelectionDecorations:
	WithSpriteBody:
		PauseOnCondition: lowpower
	Health:
		HP: 80000
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
	GpsDot:
		String: Communications
	CashTrickler:
		Interval: 50
		Amount: 10
		PauseOnCondition: lowpower
	InfiltrateForCash:
		Percentage: 25
		Types: SpyInfiltrate, ThiefInfiltrate
		Notification: CreditsStolen
	RenderSprites:
		PlayerPalette: cncplayer
		Image: hacker
AFLD:
	Buildable:
		Prerequisites: dome, ~fact, ~!chinafact, ~structures.soviet, ~techlevel.medium, ~!structures.ukraine,
CHPAD:
	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, ~chinafact, ~techlevel.medium
		Description: Produces and reloads\naircraft.
	Valued:
		Cost: 500
	Tooltip:
		Name: Chinese Airbase
	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
	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
	ProvidesPrerequisite@soviet:
		Factions: soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@buildingname:
		Prerequisite: chpad
	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
	RenderSprites:
		Image: hpad
