World:
	Locomotor@NAVAL:
		Crushes: crate, mine
	MissionData:
		Briefing: \n WW2.5 Edition. v1\n Streamlined version of ww3 rules \n No extra factions, just extra units. \n Advanced Tech Center and wider tech tree.\n Certain Civilian Buildings are capturable & garrisonable. \n\nThis map features ERCC refinery 1.3 by  Frenzy & Widow 
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
	ProximityCaptor:
		Types: Player
^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
	PaletteFromRGBA@invblue:
		Name: invblue
		R: 0
		G: 0
		B: 128
		A: 128
	PaletteFromFile@playercloak:
		Name: playercloak
		Filename: bits/playercloak.pal
		ShadowIndex: 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130, 132, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 166, 168, 170, 172, 174, 176, 178, 2, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130, 132, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 166, 168, 170, 172, 174, 176, 178
	PlayerColorPalette@CLOAK:
		BaseName: player-cloak
		BasePalette: playercloak
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	RotationPaletteEffect@CLOAKROTATEPLAYER:
		Palettes: newcloak
		RotationBase: 80
		RotationRange: 15
	RotationPaletteEffect@CLOAKROTATE1:
		Palettes: newcloak
		RotationBase: 1
		RotationRange: 79
	RotationPaletteEffect@CLOAKROTATE2:
		Palettes: newcloak
		RotationBase: 96
		RotationRange: 158
	PaletteFromPlayerPaletteWithAlpha@newcloak:
		BaseName: newcloak
		BasePalette: player-cloak
		Alpha: 0.55
	PaletteFromFile@cc2unittem:
		Name: cc2unittem
		Filename: cc2unittem.pal
		ShadowIndex: 1
	PlayerColorPalette@cc2unittem:
		BasePalette: cc2unittem
		BaseName: player-cc2
		RemapIndex: 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
	PaletteFromPlayerPaletteWithAlpha@cloak:
		BaseName: cloak
		BasePalette: player
		Alpha: 0.45
^Husk:
	Targetable:
		TargetTypes: GroundActor, Husk, NoAutoTarget
		RequiresForceFire: false
^Building:
	Capturable@2:
		RequiresCondition: !build-incomplete
		Types: building-external
^Defense:
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
^Infantry:
	Inherits@PROC: ^AffectsPROC
^AffectsPROC: #ercc
	ProximityExternalCondition@cloak:
		Condition: cloak
		ValidRelationships: enemy, neutral, ally
		Range: 1c512
		RequiresCondition: !moving
	GrantConditionOnMovement@proc:
		Condition: moving
^Vehicle:
	Inherits@PROC: ^AffectsPROC
MINS: #seamines
	Inherits: ^Mine
	RenderSprites:
		Image: mins
	Explodes:
		Weapon: ASMine
#units
#infantry-------------------------------------------------------------------------------------infantry
GENMEDI:
	Inherits: MEDI
	Buildable:
		Prerequisites: ~hosp, ~techlevel.infonly
	RenderSprites:
		Image: MEDI
#AlliedInfantry-----------------------------------------------------------------------------alliedinfantry
SNIPER:
	Valued:
		Cost: 300
	Buildable:
		Prerequisites: ~tent, dome, ~advanced.allies
	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
	Captures@rehusk:
		RequiresCondition: global-reusable-mechanics
		CaptureTypes: husk
		PlayerExperience: 25
		ConsumedByCapture: False
		EnterCursor: goldwrench
	Infiltrates:
		RequiresCondition: !global-reusable-mechanics
		Types: Husk
		ValidRelationships: ally
		EnterCursor: goldwrench
		PlayerExperience: 25
	Infiltrates@rehusk:
		RequiresCondition: global-reusable-mechanics
		Types: Husk
		ValidRelationships: ally
		EnterCursor: goldwrench
		EnterBehaviour: Exit
		PlayerExperience: 25
E13:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~tent, ~infantry.germany, ~advanced.allies, ~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:
	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:
		FacingTolerance: 0
	AttackMove:
	Passenger:
	Guard:
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
E7:
	Buildable:
		Prerequisites: ~tent, atek, ~techlevel.high
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 4
#sovietinfantry--------------------------------------------------------------------sovietinfantry
IVAN:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~barr, ~advanced.soviet
		Description: Specialist demolition infantry armed with explosives.\n• Strong vs Buildings, Defenses, Light Armor\n• Cannot attack Aircraft\n• Has difficulty hitting moving targets
	Valued:
		Cost: 600
	Tooltip:
		Name: Crazy Ivan
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 7000
	Mobile:
		Speed: 66
	AttackMove:
	Passenger:
		CustomPipType: red
	Guard:
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: TNT
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@Garrison:
		Name: mounted
		Weapon: TNT
		FireDelay: 15
	TakeCover:
		ProneOffset: 256,64,-331
	AttackFrontal:
		FacingTolerance: 0
	WithInfantryBody:
		DefaultAttackSequence: throw
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: ArtilleryExplode
		Chance: 50
		DamageSource: Killer
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	RenderSprites:
		PlayerPalette: cncplayer
DOG:
	DetectCloaked:
		Range: 3c0
		DetectionTypes: Mine
#vehicles-----------------------------------------------------------------------------------------vehicles
HARV:
	Carryable:
		LocalOffset: 0,0,200
MCV:
	Carryable:
		LocalOffset: 0,0,200
MNLY:
	Carryable:
		LocalOffset: 0,0,200
TRUK:
	Carryable:
		LocalOffset: 0,0,200
#alliedvehicles-----------------------------------------------------------------------------alliedvehicles
STNK:
	Carryable:
		LocalOffset: 0,0,200
JEEP:
	Carryable:
		LocalOffset: 0,0,200
MGG:
	Inherits@selection: ^SelectableSupportUnit
2TNK:
	Carryable:
		LocalOffset: 0,0,200
MRJ:
	Buildable:
		Prerequisites: techcenter, ~vehicles.allies, ~techlevel.high
RTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, atek, ~vehicles.france, ~advanced.allies
		Description: Stealth Tank.\n Cloaks.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 1100
	Tooltip:
		Name: Mirage Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 47000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 75
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 15
	Armament:
		Weapon: 120mmHEAT
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: RTNK.Husk
	Cloak:
		InitialDelay: 105
		CloakDelay: 175
		CloakSound: appear1.aud
		IsPlayerPalette: true
		UncloakSound: appear1.aud
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 1194, 1194
RTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Mirage Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: rtnk
	InfiltrateForTransform:
		IntoActor: rtnk
	RenderSprites:
		Image: rtnk.destroyed
PANZER: #german heavy tank
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		IconPalette: cnc
		BuildPaletteOrder: 220
		Prerequisites: fix, ~vehicles.germany, ~advanced.allies
		Description: German Battle Tank.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 1050
	Carryable:
		LocalOffset: 0,0,200
	Tooltip:
		Name: Panzer Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 55000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
	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:
	SpawnActorOnDeath:
		Actor: PANZER.Husk
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 1194, 1194
	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
TNKD: #france heavy tank
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		Prerequisites: fix, ~vehicles.france, ~advanced.allies
		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
	Carryable:
		LocalOffset: 0,0,200
	Health:
		HP: 67000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 4
		Speed: 72
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 130mm
		LocalOffset: 720,0,90
		MuzzleSequence: muzzle
	AttackFrontal:
		FacingTolerance: 0
	WithMuzzleOverlay:
	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
BATF: #england heavy tank
	Inherits: ^TrackedVehicle
	Inherits@CARGOPIPS: ^CargoPips
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: fix, ~vehicles.england, ~advanced.allies
		Description: Heavily-armored fortress on wheels, armed with multiple turrets.\nMust be manned to fire.\nCan crush concrete walls \n Strong vs Everything\n Weak vs Nothing
	Valued:
		Cost: 2100
	Tooltip:
		Name: Battle Fortress
	TooltipDescription:
		Description: Must be manned to fire.\n Carries 8 Passengers.
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 90000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: heavytracked
		Speed: 50
	Cargo:
		Types: Infantry
		MaxWeight: 8
		InitialUnits: e1, e1, e3, mech
		LoadedCondition: loaded
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AttackTurreted:
		Turrets: primary, secondary, tertiary
		Armaments: primary, secondary, tertiary
	Armament@PRIMARY:
		Name: primary
		Turret: primary
		Weapon: 130mm
		LocalOffset: 200,0,300
		RequiresCondition: loaded
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: 130mm
		FireDelay: 8
		LocalOffset: 200,0,300
		RequiresCondition: loaded
	Armament@TERTIARY:
		Name: tertiary
		Turret: tertiary
		Weapon: ApocalypseTusk
		LocalOffset: -200,0,300
		MuzzleSequence: muzzle
		RequiresCondition: loaded
	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: 1877, 1621, 0, -170
	ChangesHealth:
		Step: 100
		Delay: 3
		StartIfBelow: 50
		DamageCooldown: 150
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	WithSpriteTurret@TERTIARY:
		Turret: tertiary
		Sequence: turret2
	SpawnActorOnDeath:
		Actor: BATF.Husk
	Capturable:
BATF.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Battle Fortress)
	TransformOnCapture:
		IntoActor: batf
	InfiltrateForTransform:
		IntoActor: batf
	RenderSprites:
		Image: batf.destroyed
IFV:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Inherits@CARGOPIPS: ^CargoPips
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		BuildDuration: 670
		Prerequisites: dome, ~advanced.allies
		Description: Adaptable infantry transport.\n• Weapon and ability changes dependant on Occupant\n  Special Ability: Transform
	Carryable:
		LocalOffset: 0,0,200
	Valued:
		Cost: 800
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Mobile:
		Speed: 158
		PauseOnCondition: being-captured
	Turreted:
		TurnSpeed: 40
		Offset: 20,0,0
	AttackTurreted:
	WithMuzzleOverlay:
	RevealsShroud:
		MinRange: 4c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armor:
		Type: Light
	Health:
		HP: 26000
	Tooltip@empty:
		Name: IFV
		RequiresCondition: !loaded
	Cargo:
		Types: Infantry
		MaxWeight: 1
		InitialUnits: e1
		LoadedCondition: loaded
		PassengerConditions:
			e1: 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
			medi: ifv-medic
			genmedi: ifv-medic
			mech: ifv-mechanic
			thf: ifv-spy
			shok: ifv-tesla
			sniper: ifv-sniper
			e13: ifv-chrono
			ivan: ifv-grenadier
		
	Armament@rifle:
		Weapon: m60mg
		LocalOffset: 128,0,43
		RequiresCondition: ifv-rifle
	Tooltip@rifleman:
		Name: Assault IFV
		RequiresCondition: ifv-rifle
	WithSpriteTurret@gun:
		RequiresCondition: ifv-rifle
		Sequence: turret3
	Armament@chrono:
		Weapon: ChronoHandGun
		LocalOffset: 128,0,43
		RequiresCondition: ifv-chrono
	WithSpriteTurret@chrono:
		RequiresCondition: ifv-chrono
		Sequence: turret9
	PortableChrono:
		ChargeDelay: 250
		KillCargo: False
		RequiresCondition: ifv-chrono
	Tooltip@chrono:
		Name: Chrono IFV
		RequiresCondition: ifv-chrono
	Armament@rocketAA:
		Weapon: SidewinderAA
		LocalOffset: 128,0,43
		RequiresCondition: ifv-rocket
	Armament@rocketAG:
		Weapon: APTusk
		LocalOffset: 128,0,43
		RequiresCondition: ifv-rocket
	Tooltip@rocket:
		Name: Rocket IFV
		RequiresCondition: ifv-rocket
	WithSpriteTurret@samturr2:
		RequiresCondition: ifv-rocket
		Sequence: turret2
	Armament@medic:
		Weapon: mHeal
		Cursor: heal
		OutsideRangeCursor: heal
		TargetRelationships: Ally
		RequiresCondition: ifv-medic
	Tooltip@medic:
		Name: Ambulance IFV
		RequiresCondition: ifv-medic
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: medic
		Position: BottomRight
		RequiresCondition: ifv-medic
	Armament@mechanic:
		Weapon: mRepair
		Cursor: repair
		OutsideRangeCursor: repair
		TargetRelationships: Ally
		RequiresCondition: ifv-mechanic
	WithSpriteTurret@mech:
		RequiresCondition: ifv-mechanic
		Sequence: turret6
	ChangesHealth@mechanic:
		Step: 10
		Delay: 50
		StartIfBelow: 100
		DamageCooldown: 150
		RequiresCondition: ifv-mechanic
	Tooltip@mechanic:
		Name: Repair IFV
		RequiresCondition: ifv-mechanic
	DetectCloaked@spy:
		DetectionTypes: 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
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		PauseOnCondition: cloak-force-disabled
		RequiresCondition: ifv-spy
		Offset: 0,0,200
	Armament@sniper:
		Weapon: mSniper
		LocalOffset: 128,0,43
		RequiresCondition: ifv-sniper
	Tooltip@sniper:
		Name: Sniper Ranger
		RequiresCondition: ifv-sniper
	WithSpriteTurret@snip:
		Sequence: turret11
		RequiresCondition: ifv-sniper
	Armament@grenadier:
		Weapon: mGrenade
		LocalOffset: 128,0,43
		RequiresCondition: ifv-grenadier
	WithSpriteTurret@gren:
		Sequence: turret8
		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
	WithSpriteTurret@flamer:
		Sequence: turret5
		RequiresCondition: ifv-flame
	Armament@shock:
		Weapon: TTankZap
		LocalOffset: 128,0,43
		RequiresCondition: ifv-tesla
	Tooltip@shock:
		Name: Tesla IFV
		RequiresCondition: ifv-tesla
	WithIdleOverlay@TESLA:
		Sequence: tesla
		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: AirborneActor
		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
#sovietvehicles-----------------------------------------------------------------------------sovietvehicles
APC:
	Carryable:
		LocalOffset: 0,0,200
TTNK:
	Carryable:
		LocalOffset: 0,0,200
	Valued:
		Cost: 1200
DTRK:
	Carryable:
		LocalOffset: 0,0,200
QTNK:
	Carryable:
		LocalOffset: 0,0,200
3TNK:
	Carryable:
		LocalOffset: 0,0,200
MSAR:
	Inherits: ^Vehicle
	Inherits@SELECTION: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		IconPalette: chrometd
		Prerequisites: dome, ~stek, ~advanced.soviet
		BuildDurationModifier: 50
		Description: Listening Post.\n When deployed, provides radar and increases nearby vehicle view range.\n Detects cloaked units.\n Unarmed
	Valued:
		Cost: 1500
	Carryable:
		LocalOffset: 0,0,200
	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
	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
	DetectCloaked@Deployed:
		Range: 10c0
		DetectionTypes: Cloak
		RequiresCondition: deployed
	IgnoresDisguise:
	RenderDetectionCircle:
		TrailCount: 3
	ProvidesRadar:
		RequiresCondition: deployed
	GpsDot:
		String: Communications
	Selectable:
		DecorationBounds: 1280, 1280
	ProximityExternalCondition@Bino:
		Condition: bino
		Range: 15c0
		EnableSound: bits/dsaping1.aud
		AffectsParent: False
		RequiresCondition: deployed
	Targetable:
		TargetTypes: GroundActor, Vehicle, C4
	RenderSprites:
		PlayerPalette: playertd
	WithDamageOverlay:
		Image: smoke_mtd
GTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~cram, ~advanced.soviet
		Description: Gatling Tank.\n  Strong vs Aircraft,Infantry\n  Weak vs Tanks
	Valued:
		Cost: 800
	Carryable:
		LocalOffset: 0,0,200
	Tooltip:
		Name: GatlingTank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 110
		Locomotor: wheeled
		PauseOnCondition: being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament@AA:
		Weapon: VulcanAA
		Recoil: 85
		RecoilRecovery: 25
		LocalOffset: 508,0,90
		MuzzleSequence: muzzle
	Armament@inf:
		Weapon: Vulcan
		Recoil: 85
		RecoilRecovery: 25
		LocalOffset: 508,0,90
		MuzzleSequence: muzzle
	Turreted:
		Offset: 100,0,50
		TurnSpeed: 38
	AttackTurreted:
	WithSpriteTurret:
	WithMuzzleOverlay:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	SpawnActorOnDeath:
		Actor: GTNK.Husk
	RenderSprites:
		PlayerPalette: cncplayer
GTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Gatling Tank)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: gtnk
	InfiltrateForTransform:
		IntoActor: gtnk
	RenderSprites:
		Image: gtnk.destroyed
		PlayerPalette: cncplayer
HFTK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 321
		IconPalette: chrometd
		Prerequisites: ~ftur, ~advanced.soviet
		Description: Medium tank armed with dual short-range flamethrowers.
	Valued:
		Cost: 1100
	Tooltip:
		Name: Flame Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 46000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: heavytracked
		Speed: 60
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 20
	Armament@PRIMARY:
		Weapon: HeavyFlamer
		MuzzleSequence: muzzle
		MuzzlePalette: chrometd
		LocalOffset: 750,200,150, 750,-200,150
	AttackTurreted:
		RangeMargin: 0
	WithSpriteTurret:
	WithMuzzleOverlay:
	Explodes:
		Weapon: BarrelExplode
		EmptyWeapon: BarrelExplode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	RenderSprites:
		PlayerPalette: cncplayer
V3RL:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		BuildDuration: 1450
		Prerequisites: ~dome, ~mslo, ~advanced.soviet
		Description: Extreme long-range rocket artillery.\n  Strong vs Buildings, Defenses, Infantry\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1300
	Tooltip:
		Name: V3 Launcher
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 25000
	Armor:
		Type: Light
	Mobile:
		Speed: 70
	Passenger:
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: V3Launcher
		ReloadingCondition: reloading
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	WithFacingSpriteBody:
		RequiresCondition: !reloading
		Name: loaded
	WithFacingSpriteBody@EMPTY:
		RequiresCondition: reloading
		Sequence: empty-idle
		Name: reloading
	Explodes:
		Weapon: BarrelExplode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 1194, 1194
	Exit:
		SpawnOffset: 0,-128,0
	AutoTarget:
		ScanRadius: 16
TTNK2:
	Inherits: 4TNK
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 330
		Prerequisites: tsla, ~stek, ~vehicles.russia, ~advanced.soviet
		Description: Adapted Mammoth Tank with twin mounted Tesla Coils.\n• Strong vs Infantry, Heavy Armor, Light Armor\n• Cannot attack Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Tesla Mammoth Tank
		GenericName: Tank
	Armament@PRIMARY:
		Weapon: TTankZap
		LocalOffset: 511,200,113
		-MuzzleSequence:
	Armament@SECONDARY:
		Name: secondary
		Weapon: TTankZap
		LocalOffset: 511,-200,113
		FireDelay: 3
		-MuzzleSequence:
	AttackTurreted:
	-WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: TTNK2.Husk
TTNK2.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Mammoth Tesla)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ttnk2
	InfiltrateForTransform:
		IntoActor: ttnk2
	RenderSprites:
		Image: ttnk2.destroyed
APOC:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 350
		BuildDuration: 2000
		Prerequisites: fix, ~stek, ~vehicles.ukraine, ~advanced.soviet
		Description: Enormous slow tank with uranium shells and anti-air capability.
	Valued:
		Cost: 2600
	Tooltip:
		Name: Apocalypse Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 100000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 40
		TurnSpeed: 8
		Locomotor: heavytracked
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 7
	Armament@PRIMARY:
		Weapon: 152mm
		LocalOffset: 1400,100,340, 1400,-100,340
		Recoil: 171
		RecoilRecovery: 30
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: ApocalypseTusk
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: APOC.Husk
	ChangesHealth:
		PercentageStep: 1
		Delay: 25
		StartIfBelow: 50
		DamageCooldown: 150
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 1877, 1621, 0, -170
	Carryable:
		LocalOffset: 0,0,200
	AttackMove:
	RenderSprites:
APOC.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Apocalypse)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: apoc
	InfiltrateForTransform:
		IntoActor: apoc
	RenderSprites:
		Image: apoc.destroyed
LATNK:
	Inherits: ^TrackedVehicle
	Inherits@SELECTION: ^SelectableSupportUnit
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Buildable:
		Queue: Vehicle
		BuildDuration: 1450
		BuildLimit: 1
		Prerequisites: ~iron, ~advanced.soviet
		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: IronCannon
		TargetRelationships: Ally
	AttackTurreted:
	Turreted:
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: 0, 0, 10
		Palette:
		IsPlayerPalette: false
	Selectable:
		DecorationBounds: 1280, 1280
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	SpawnActorOnDeath:
		Actor: LATNK.Husk
LATNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (PIC)
	TransformOnCapture:
		IntoActor: latnk
	InfiltrateForTransform:
		IntoActor: latnk
	RenderSprites:
#alliedaircraft----------------------------------------------------------------------------alliedaircraft
MI26:
	Inherits: ^Helicopter
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 10
		Prerequisites: fix, ~atek, ~advanced.allies
		Description: Tank Transport Helicopter.\n	Unarmed
	Valued:
		Cost: 900
	Tooltip:
		Name: Halo Vehicle Transporter
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 14000
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	Aircraft:
		TurnSpeed: 20
		Speed: 108
		AltitudeVelocity: 0c58
	Carryall:
		LocalOffset: 0,0,-10
		DropOffCursor: deploy
	-WithFacingSpriteBody:
	WithShadow:
		RequiresCondition: airborne
	WithFacingSpriteBody@INTHEAIR:
		Sequence: idle
		Name: airmi26
		RequiresCondition: airborne
	WithFacingSpriteBody@INTHEGROUND:
		Sequence: idle-grounded
		Name: groundmi26
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR1AIR:
		Offset: 0,0,430
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: 0,0,430
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR1GROUNDSHADOW:
		Offset: 0,0,-100
		Sequence: slow-rotor-shadow
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR1AIR2:
		Offset: 0,0,430
		Sequence: rotor2
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND2:
		Offset: 0,0,430
		Sequence: slow-rotor2
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR1GROUNDSHADOW2:
		Offset: 0,0,-100
		Sequence: slow-rotor-shadow2
		RequiresCondition: !airborne
	SpawnActorOnDeath:
		Actor: MI26.Husk
		RequiresCondition: !airborne
	Selectable:
		DecorationBounds: 1706, 1536
MI26.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Halo
	Aircraft:
		TurnSpeed: 16
		Speed: 149
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	RenderSprites:
		Image: mi26
#sovietaircraft----------------------------------------------------------------------------sovietaircraft
SUK:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 120
		Prerequisites: afld, ~stek, ~advanced.soviet
		Description: Fast attack aircraft armed\n  with air-to-air capability.\n Helicopter Hunter.
	Valued:
		Cost: 2500
	Tooltip:
		Name: Sukhoi SU-29 Attack Plane
	Health:
		HP: 15000
	RevealsShroud:
		Range: 12c0
		MinRange: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 10c0
		Type: GroundPosition
	Armament@PRIMARY:
		Name: primary
		Weapon: HellfireSU
		LocalOffset: 0,-640,0, 0,640,0
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: Maverick
		LocalOffset: 0,-640,0, 0,640,0
		PauseOnCondition: !gammo
	AttackAircraft:
		FacingTolerance: 80
		PersistentTargeting: false
		OpportunityFire: true
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 16
		Speed: 225
		RepulsionSpeed: 40
		MaximumPitch: 56
		TakeoffSounds: audio/migtoff1.aud
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: AttackAnything
	AmmoPool@PRIMARY:
		Name: air2air
		Ammo: 4
		Armaments: primary
		ReloadDelay: 30
		AmmoCondition: ammo
	AmmoPool@SECONDARY:
		Name: air2ground
		Ammo: 4
		Armaments: secondary
		ReloadDelay: 30
		AmmoCondition: gammo
	WithAmmoPipsDecoration@PRIMARY:
		AmmoPools: air2air
		PipCount: 4
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
	WithAmmoPipsDecoration@SECONDARY:
		AmmoPools: air2ground
		PipCount: 4
		Position: BottomRight
		Margin: 4, 3
		RequiresSelection: true
	Contrail@1:
		Offset: -598,-683,-40
	Contrail@2:
		Offset: -598,683,-40
	LeavesTrails:
		Offsets: -853,0,0
		MovingInterval: 2
		Image: smokey
		StationaryInterval: 2
		SpawnAtLastPosition: False
		TrailWhileStationary: True
		Type: CenterPosition
		RequiresCondition: enable-smoke
	SpawnActorOnDeath:
		Actor: SUK.Husk
	Selectable:
		DecorationBounds: 1280, 1194, 0, 85
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Rearmable:
		RearmActors: afld, afld.ukraine
	GrantConditionOnDamageState@SmokeTrail:
		Condition: enable-smoke
SUK.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: Sukhoi Attack Plane
	Contrail@1:
		Offset: -598,-683,-40
	Contrail@2:
		Offset: -598,683,-40
	Aircraft:
		TurnSpeed: 5
		Speed: 225
	LeavesTrails:
		Offsets: -853,0,0
		MovingInterval: 2
		Image: smokey
		StationaryInterval: 2
		SpawnAtLastPosition: False
		TrailWhileStationary: True
		Type: CenterPosition
	RevealsShroud:
		Range: 12c0
		MinRange: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: false
	RevealsShroud@GAPGEN:
		Range: 10c0
		Type: GroundPosition
	RenderSprites:
		Image: suk
ANT40:
	Inherits: YAK
	Buildable:
		BuildPaletteOrder: 500
		Prerequisites: ~afld, ~stek, ~advanced.soviet
		Description: Drops incendiary bombs.\n  Strong vs Infantry, Light armor\n  Weak vs Aircraft
	Valued:
		Cost: 2500
	Tooltip:
		Name: Tactical Bomber
	Health:
		HP: 17500
	SpawnActorOnDeath:
		Actor: ANT40.Husk
	Armament@PRIMARY:
		Weapon: FireBombs
		LocalOffset: 350,-213,-100
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: FireBombs
		LocalOffset: 350,213,-100
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		Armaments: primary, secondary
	AmmoPool:
		Ammo: 16
		ReloadDelay: 40
		AmmoCondition: ammo
	WithAmmoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		PipCount: 8
	Aircraft:
		CruiseAltitude: 8c0
		Speed: 170
	-WithMuzzleOverlay:
	Contrail:
		Offset: 0,-553,0
	Contrail@2:
		Offset: 0,553,0
	Selectable:
		DecorationBounds: 2133, 2133, 0, 0
ANT40.Husk:
	Inherits: YAK.Husk
	Tooltip:
		Name: Tactical Bomber
	RenderSprites:
		Image: ant40
#ship-------------------------------------------------------------------------------------------ships
SMNLY:
	Inherits@selection: ^SelectableSupportUnit
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildPaletteOrder: 20
		Prerequisites: ~dome, ~techlevel.naval
		IconPalette: cnc
		Description: Minelaying support ship.\nCan detect submarines, mines.\n  Strong vs Naval units\n  Lays seamines \n Mines reload over time.
	Valued:
		Cost: 900
	Tooltip:
		Name: Naval Minelayer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 8
		Speed: 128
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Minelayer:
		Mine: MINS
		TileUnknownName: build-valid
		TerrainTypes: Water
	MineImmune:
	AmmoPool:
		Ammo: 5
	Rearmable:
		RearmActors: syrdcharger
	DetectCloaked:
		DetectionTypes: Underwater, Mine
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 1536, 1536
	Targetable:
		TargetTypes: WaterActor, Ship, Mine
	WithAmmoPipsDecoration:
		Position: TopLeft
		Margin: 4, 3
		RequiresSelection: true
#alliedships---------------------------------------------------------------------------------alliedships
PT:
	Buildable:
		Prerequisites: ~syrd, ~techlevel.naval, ~techlevel.low
NGG:
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 20
		IconPalette: cnc
		Prerequisites: ~syrd, ~gap, ~techlevel.naval, ~advanced.allies
		Description: Naval Gap Generator ship.\nGenerates shroud cover at sea.
	Valued:
		Cost: 1000
	Tooltip:
		Name: Gap Generator Ship
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 28
		Speed: 82
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithIdleOverlay@SPINNER:
		Offset: 512,0,0
		Sequence: spinner
	CreatesShroud:
		Range: 7c0
	RenderShroudCircle:
	Selectable:
		DecorationBounds: 1536, 1536
#sovietships---------------------------------------------------------------------------------sovietships
ICBMSUB:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 61
		Prerequisites: ~spen, ~mslo, ~techlevel.naval, ~advanced.soviet
		Description: Submerged anti-ground siege unit\narmed with long range 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: 10
		Speed: 42
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Targetable:
		TargetTypes: WaterActor, Ship, Submarine, Repair
		RequiresCondition: !underwater
	Targetable@UNDERWATER:
		TargetTypes: Underwater, Submarine
		RequiresCondition: underwater
	Cloak:
		DetectionTypes: Underwater
		InitialDelay: 0
		CloakDelay: 120
		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: SubV3
		LocalOffset: 450,151,0
		FireDelay: 5
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		DetectionTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	Selectable:
		DecorationBounds: 1877, 1877
#structures-----------------------------------------------------------------------------------structures 
ADEPT:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	Valued:
		Cost: 1300
	Tooltip:
		Name: Advanced Tech
	Selectable:
	Building:
		Footprint: ___ ___ xxx xxx ===
		Dimensions: 3, 5
	Selectable:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 80
		Prerequisites: ~techcenter, ~techlevel.unrestricted
		Description: Allows the building of Advanced Tech.
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: -30
	ProvidesPrerequisite@allies:
		Factions: england, france, germany
		Prerequisite: advanced.allies
	ProvidesPrerequisite@soviet:
		Factions: russia, ukraine
		Prerequisite: advanced.soviet
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
#ercc refinery
PROC:
	RenderSprites:
		Image: ref-bot
	Building:
		Footprint: ==x === x==
		Dimensions: 3,3
		LocalCenterOffset: 0,0,0
	Refinery:
		DockAngle: 192
		DockOffset: 1,1
	Selectable:
		Bounds: 3072, 1920, 0, -597
		DecorationBounds: 3072, 4352, 0, -85
	-WithIdleOverlay@TOP:
	WithIdleOverlay@topsolid:
		Sequence: topsolid
		RequiresCondition: !cloak
	-HitShape:
	-HitShape@BOTTOMLEFT:
	-HitShape@TOP:
	ExternalCondition@cloak:
		Condition: cloak
	WithIdleOverlay@cloak:
		Sequence: topsolid
		Palette: cloak
		IsPlayerPalette: true
		RequiresCondition: cloak
	HitShape@TOPLEFT:
		TargetableOffsets: 560,-1152,0  , 880,-630,0
		Type: Rectangle
			TopLeft: -1536, -768
			BottomRight: -256,-256
	HitShape@TOPRIGHT:
		TargetableOffsets: 1400,1152,0  ,   1720,630,0
		Type: Rectangle
			TopLeft: 256, -1536
			BottomRight: 1536, -256
	HitShape@BOTRIGHT:
		TargetableOffsets: -560,1152,0  , -800,630,0
		Type: Rectangle
			TopLeft: 256, 256
			BottomRight: 1536, 768
	HitShape@BOTLEFT:
		TargetableOffsets: -560,-1152,0  ,  -800,-630,0
		Type: Rectangle
			TopLeft: -1536, 256
			BottomRight: -256, 1536
MSLO:
	ProvidesPrerequisite@buildingname:
#alliedbuildings-----------------------------------------------------------------alliedbuildings
GAP:
	ProvidesPrerequisite@buildingname:
SYRD:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 40
		Prerequisites: anypower, ~structures.allies, ~techlevel.low
	ProvidesPrerequisite@VANILLASHIPS:
		Factions: england, france, germany
		Prerequisite: alliedships.vanilla
	SpawnActorPower@sonar:
		Icon: sonar
		Name: Sonar Pulse
		Prerequisites: ~structures.england, ~techlevel.high
		Description: Reveals all submarines in the\n vicinity for a short time.
		ChargeInterval: 3000
		EndChargeSpeechNotification: SonarPulseReady
		SelectTargetSpeechNotification: SelectTarget
		Actor: sonar
		LifeTime: 500
		DeploySound: sonpulse.aud
		EffectImage: moveflsh
		EffectPalette: moveflash
	Building:
		Footprint: =x= xxx =x=
	FreeActor@1:
		Actor: SYRDCHARGER
		SpawnOffset: 0,0
		Facing: 768
	FreeActor@2:
		Actor: SYRDCHARGER
		SpawnOffset: 3,0
		Facing: 768
	FreeActor@3:
		Actor: SYRDCHARGER
		SpawnOffset: 0,3
		Facing: 768
	FreeActor@4:
		Actor: SYRDCHARGER
		SpawnOffset: 3,3
		Facing: 768
	ProximityExternalCondition@keepchargersalive:
		Condition: keepchargeralive
		Range: 2c0
#this allows the minelyer to rearm, very special thanks to Pinkthoth for making this work!
SYRDCHARGER:
	Interactable:
	EditorOnlyTooltip:
		Name: (DummyCharger)
	AlwaysVisible:
	Building:
		Footprint: _
		Dimensions: 1,1
	BodyOrientation:
		QuantizedFacings: 1
	WithSpriteBody:
	RenderSpritesEditorOnly:
		Image: camera
	MapEditorData:
		Categories: System
	Exit@1:
		SpawnOffset: 0,0,0
		ExitCell: 0,0
		Facing: 896
	ExternalCondition:
		Condition: keepchargeralive
	KillsSelf:
		RequiresCondition: !keepchargeralive
		Delay: 1
#sovietbuildings---------------------------------------------------------------------sovietbuildings
SPEN:
	Building:
		Footprint: =x= xxx =x=
	FreeActor@1:
		Actor: SYRDCHARGER
		SpawnOffset: 0,0
		Facing: 768
	FreeActor@2:
		Actor: SYRDCHARGER
		SpawnOffset: 3,0
		Facing: 768
	FreeActor@3:
		Actor: SYRDCHARGER
		SpawnOffset: 0,3
		Facing: 768
	FreeActor@4:
		Actor: SYRDCHARGER
		SpawnOffset: 3,3
		Facing: 768
	ProximityExternalCondition@keepchargersalive:
		Condition: keepchargeralive
		Range: 2c0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: anypower, ~structures.soviet, ~techlevel.low
	Exit@b1:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,1024,0
		Facing: 640
		ExitCell: 0,2
		ProductionTypes: Ship, Boat
	Exit@b2:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,1024,0
		Facing: 896
		ExitCell: 2,2
		ProductionTypes: Ship, Boat
	Exit@b3:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,-1024,0
		Facing: 384
		ExitCell: 0,0
		ProductionTypes: Ship, Boat
	Exit@b4:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,-1024,0
		Facing: 128
		ExitCell: 2,0
		ProductionTypes: Ship, Boat
cram:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Buildable:
		IconPalette: chrometd
		Queue: Defense
		BuildPaletteOrder: 60
		BuildDuration: 1450
		Prerequisites: dome, ~stek, ~advanced.soviet
		Description: Anti-Air Gatling cannon.\n  Strong vs Aircraft
	Valued:
		Cost: 800
	Tooltip:
		Name: Gatling Gun
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Turreted:
		TurnSpeed: 60
		InitialFacing: 832
		RealignDelay: -1
		RequiresCondition: !build-incomplete
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	AttackTurreted:
		PauseOnCondition: disabled || build-incomplete
	Armament@GAT:
		Weapon: VulcanAA
		LocalOffset: 520,0,450
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	Power:
		Amount: -50
	BodyOrientation:
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithBuildingBib:
		HasMinibib: true
	Selectable:
		Bounds: 1024, 1024
		DecorationBounds: 1024, 1365, 0, -170
	ProvidesPrerequisite@buildingname:
MTSLA:
	Inherits: ^Defense
	Inherits@shape: ^3x2Shape
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetGround
	RenderSprites:
		PlayerPalette: cncplayer
	Selectable:
		Bounds: 3072, 2560, 0, 256
	HitShape:
		TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 512
	Building:
		Footprint: XxX xxx X+X
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 200
		IconPalette: chrometd
		Prerequisites: ~tsla, ~stek, ~advanced.soviet
		Description: Mega Tesla.
		BuildLimit: 1
	-Capturable:
	Valued:
		Cost: 2500
	Tooltip:
		Name: Mega Tesla
	Power:
		Amount: -300
	Armament:
		Weapon: TeslaZap
		LocalOffset: 0,0,896
	AttackTesla:
		RequiresCondition: !build-incomplete
		PauseOnCondition: disabled
		ChargeAudio: tslachg2.aud
		MaxCharges: 9
		ReloadDelay: 100
	DetectCloaked:
		Range: 6c0
		RequiresCondition: !disabled
SOVPWR:
	Inherits: ^Building
	Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: -355,-1024,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 110
		Prerequisites: dome, ~stek, ~advanced.soviet
		Description: Provides quadruple the power of\nan advanced Power Plant.\nHowever explodes violently.
	Valued:
		Cost: 900
	Tooltip:
		Name: Nuclear Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: _x_ xxx xxx
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 2901, 1450, 0, 128
		DecorationBounds: 3072, 2901, 0, 126
	Health:
		HP: 90000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
	Power:
		Amount: 800
	Explodes:
		Weapon: ioncannon
		EmptyWeapon: ioncannon
		DamageSource: Killer
	Targetable:
		TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		PlayerPalette: player-cc2
IRON:
	ProvidesPrerequisite@buildingname:
#walls&fences------------------------------------------------------------------------------walls&fences
SBAG:
	Buildable:
		Prerequisites: fact, ~!structures.france, ~structures.allies, ~techlevel.low
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
BRIK:
	Buildable:
		Prerequisites: anypower, ~techlevel.medium
^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:
	Tooltip:
		Name: Gate
	Building:
		BuildSounds: bits/place2.aud
		TerrainTypes: Clear, Road
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 6
	MapEditorData:
		Categories: Wall
	Gate:
		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
#civilianbuildings---------------------------------------------------------------------civilianbuildings
V01:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Church. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 8c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 3
		LoadedCondition: civgarrison
	AttackGarrisoned:
		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
RUSHOUSE:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: House. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 12c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 3
		LoadedCondition: civgarrison
	AttackGarrisoned:
		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
LHUS:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Lighthouse. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 12c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 3
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,328, 224,-341,228, -224,-341,128, -384,0,328, -224,341,228, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
WINDMILL:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Windmill. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 10c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 3
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,228, 224,-341,228, -224,-341,228, -384,0,228, -224,341,228, 224,341,228
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
