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;
; WEAPONS DESIGNS
;
;AccuracyBonusCloseRange - default value is 0.3.  How much of an accuracy bonus does this weapon get for being in close range?  Lower is better.
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; HUMAN WEAPONS
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[ENGINEER_PISTOL] ; Engineer
Type = Weapon
DisplayName = Moro-Wyn Wryst II
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 10
AttackRange = 13
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 0
CriticalHitChance = 1
CriticalHitModifier = 2.0
MustDescendToHitGround = on
RateOfFireStart	= 100
RateOfFireContinue = 100
AccuracyGround = -1
AccuracyAir = -1
AllowSwitchAfterFire = false
HitAir = never
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.0
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Mediocre Rate of Fire wrist mounted repeating pistol. Small Calibre.

[MARINE_RIFLE] ; Security Marine
Type = Weapon
DisplayName = Rimford C-series Rifle
;ResourceCost = Ore(1)
;BuildTime = 10
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 12.0, 13.0, 14.0
AttackRange = 13
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 0
RateOfFireStart	= 100, 98, 95
RateOfFireContinue = 100, 98, 95
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Burst Mode enabled Assault Rifle. Standard Issue model.

[MADRAT_ACID_CANNON] ; Madrat
Type = Weapon
DisplayName = Pressurized Acid Cannon
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.8
AttackDamage = 12.0, 15
ExtraDamageToArmorClass = 0, 0, 0, 22 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 13, 14
AttackTech = mr Corrosive
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 2, 3
RateOfFireStart	= 100
RateOfFireContinue = 400
RateOfFireRecoil = 50
AllowSwitchAfterFire = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
PopLimitScore = 0.25
CriticalHitChance = 2, 3, 5
CriticalHitModifier = 2.0
ShotSpeed = 1.5
LobCurve = 0.7
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 0.7
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Pressurized Acid sprayer. Requires time to refill... has a tendency to leak.

[MADRAT_PISTOL] ; Madrat Secondary
Type = Weapon
DisplayName = Customized Moro-Wyn
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 8, 12, 16
AttackRange = 13, 14
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
MustDescendToHitGround = on
RateOfFireStart	= 40
RateOfFireContinue = 40
HitGround = on
HitAir = never
AccuracyGround = 4.0, 2.8, 1.6, 0.8, 0.4, 0.2, 0.1
AllowSwitchAfterFire = on
AccuracyAir = -1
PopLimitScore = 0.25
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Customized Wrist Mounted repeating pistol. Its seen better days.

[SNIPER_RIFLE] ; Operative
Type = Weapon
DisplayName = Rimford J-Class 'Spitter'
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.6
AttackDamage = 43, 48, 53
ExtraDamageToArmorClass = 14, 0, 0, -23 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 18
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 100
RateOfFireContinue = 250, 220, 200
RateOfFireRecoil = 90
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
PopLimitScore = 0.25
Description = Single-Shot Energy Sniper Rifle. Slow recharge time, Powerful shots.

[OPERATIVE_GRENADE_LAUNCHER] ; Operative
Type = Weapon
DisplayName = RhynTech Underbarrel MK09
ShotSpeed = 1.8
LobCurve = 1
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.8
AttackDamage = 40
AttackRange = 19
AttackMinRange = 4
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4
RateOfFireStart	= 50
RateOfFireContinue = 6000
RateOfFireRecoil = 90
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.8
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off

[MEDIC_RIFLE] ; Medic
Type = Weapon
DisplayName = Hyru L-Class Wryst
;BuildTime = 10
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 10
AttackRange = 14
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 0
CriticalHitChance = 5
CriticalHitModifier = 2.0
MustDescendToHitGround = on
RateOfFireStart	= 100
RateOfFireContinue = 200, 180
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = never
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Dual Chamber Wrist Mounted Revolver. Large Caliber size, ardous reload.

[MEDIC_SWARM_GUN]
Type = Weapon
ShotSpeed = 10.0
Lobcurve = 1
WeaponClass = Impact
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 0.4
AttackDamage = 20
AttackRange = 13
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4.0
RateOfFireStart	= 10
RateOfFireContinue = 12000
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = medic swarm
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = medic swarm gun

[TITAN_RIFLE] ; Titan Marine
Type = Weapon
DisplayName = Prototype Energy Shotgun
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.0
AttackDamage = 30, 37, 49
ExtraDamageToArmorClass = 25, 11, 0, -10 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0, 1.0, 2.5, 2.0, 1.8, 1.5, 1.3, 1.0, 1.0, 1.0, 0.9, 0.9, 0.8, 0.8, 0.8, 0.7, 0.7
CompoundDamage = on
AoeDamageDecay = off
AttackArea = 6.0
RateOfFireStart	= 80
RateOfFireContinue = 200
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5, 5, 7
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = off
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
CriticalHitModifier = 2.0
PopLimitScore = 0.25
Description = Energy Shotgun. Custom issued for each Titan.

[DRONE_EXPLODER]
Type = Weapon
WeaponClass = Piercing
AttackDamage = 100
AttackRange = 2
AttackArea = 5
ExplodeOnAttack = on
AccuracyGround = -1
AccuracyAir = -1
RateOfFireStart	= 10
RateOfFireContinue = 1
DamageDecay = 1.0
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.35

[STAP_RIFLE] ; Stap
Type = Weapon
DisplayName = WP23 Repeater
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 9, 10, 11
ExtraDamageToArmorClass = 8, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
RateOfFireStart	= 60
RateOfFireContinue = 60
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5, 6
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
PopLimitScore = 0.25
Description = Dual Energy Blasters. Front mounted, Anti-Personnel, standard issue.

[STAP_TURRET]
Type = Weapon
DisplayName = Imp Class Manned Turret
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
;ShotSpeed = 6
;LobCurve = 0.0
AttackDamage = 10, 12, 16
AttackRange = 14
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 40
RateOfFireContinue = 90, 80, 60
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
RunAndGun = 1
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
UnitHolderWeapon = on
TurretRotationVelocity = 80
PopLimitScore = 0.3
Description = Energy Pulse Cannon. Anti-Personnel make.

[CW_RIFLE] ; Crab Walker
Type = Weapon
DisplayName = K.S. Burst Cannon
ShotSpeed = 5.0
TargetTracking = on
;LobCurve = 5
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.4
AttackDamage = 27, 32, 42
ExtraDamageToArmorClass = 10, 4, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 25
AttackMinRange = 4.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
RateOfFireStart	= 150, 100
RateOfFireContinue = 150, 100
HitGround = on
HitAir = never
PopLimitScore = 0.3
AccuracyGround = -1
AccuracyAir = -1
;TurretRotationLimit = 360
TurretRotationVelocity = 50
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.8
Description = Burst Cannon. Fires Exploding Shells.

[MW_RIFLE] ; Mech Walker
Type = Weapon
DisplayName = RhynTech RRA
Shotspeed = 1.2
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.0
AttackDamage = 25, 35, 50
AttackRange = 20
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 2.0
Homing = 1
RateOfFireStart	= 80
RateOfFireContinue = 100
RateOfFireBurst = 35
BurstShots = 6
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 2
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Repeating Rocket Launcher. Homing and upgradeable.

[MW_FLAMETHROWER]
Type = Weapon
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.5
AttackDamage = 125
AttackRange = 16.0
AttackArea = 15.0
AttackThickness = 5.0
OvershootDistance = 0
DamageDecay = 1.0
RateOfFireStart	= 30
RateOfFireRecoil = 200
RateOfFireContinue = 6000
AttackTech = corrosive burn
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = on
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.6
DamageFactorTargetBehindShortWall = 0.7
IsAbleToAttackFromVehicle = off
PopLimitScore = 0.25

[CORROSIVE_BURN]
Type = GameTech
TiType = AttackeeTech
DisplayName = Burned
ExpireTime = 1001
HealAmount = -5, -10, -15, -20, -25
HealRate = 100
Description = -5 Health per second over 10 seconds
BuffDescription = <font color="#ff0000">Taking Damage</font>. Afflicted by burns.

[AG_RIFLE] ; Automated Gunship
Type = Weapon
DisplayName = Mounted Energy Blaster
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.15
AttackDamage = 11, 13, 17
ExtraDamageToArmorClass = 4, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 13
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 95, 85, 75
RateOfFireContinue = 95, 85, 75
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
FaceTargetInstantly = on
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Description = Mounted Energy Blasters. Concentrated bursts, High Rate of Fire.

[AG_MISSILE_LAUNCHER]
Type = Weapon
ShotSpeed = 1.5
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.5
AttackDamage = 100
AttackRange = 13
AttackMinRange = 10
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
Homing = 1
RateOfFireStart	= 0
RateOfFireContinue = 3500
AttackGroundOrder = off
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.9

[TASER_SLOW]
Type = GameTech
TiType = MoverTech
DisplayName = Taser
AdditionalSpeed = -2
ExpireTime = 250
Description = Reduces movement speed
BuffDescription = <font color="#ff0000">Slowed.</font>Afflicted with convulsions.

[CARRIER_BOMBER]
Type = Weapon
ShotSpeed = 0.5
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 3
AttackDamage = 150
ExtraDamageToArmorClass = 0, 0, 15, 200 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 5
AttackMinRange = 1
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 8.0
RateOfFireStart	= 0
RateOfFireContinue = 6000
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.6
DamageFactorTargetBehindShortWall = 0.9

[STASIS_FIELD_GUN]
Type = Weapon
ShotSpeed = 1.0
;Lobcurve = 5
WeaponClass = Impact
;ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 3
AttackDamage = 0
AttackRange = 15
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 50
RateOfFireContinue = 3500
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = stasis field slow
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = stasis field gun

[MG_RIFLE] ; Missile Gunship
Type = Weapon
DisplayName = Trodyne Systems Missile Array
ShotSpeed = 1.5
LobCurve = 0.1
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = .35
AttackDamage = 19, 25, 35
ExtraDamageToArmorClass = 7, 10, 0, 5 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 25
AttackMinRange = 10.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
TurretRotationLimit = 30
TurretRotationVelocity = 60
RateOfFireStart	= 150
RateOfFireContinue = 250
RateOfFireBurst = 10
BurstShots = 10, 13, 18
AttackGroundOrder = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyCurveSpacingForX = 1.0
AccuracyGround = 0.2, 0.6, 0.8, 1.0, 0.9, 0.7, 0.5, 0.2, 0.1, 0.05, 0.025, 0.0
AccuracyAir = 2.0, 1.4, 0.8, 0.4, 0.2, 0.1, 0.05
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 1.0
Description = Long Range Missile Firing Tubes. Slow reloading time, excellent range and damage.

[MG_WHIRLWIND]
Type = Weapon
ShotSpeed = 1.5
LobCurve = 0.1
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = .25
AttackDamage = 25
AttackRange = 25
AttackMinRange = 10
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 2.0
RateOfFireStart	= 100
RateOfFireContinue = 6000
RateOfFireBurst = 10
BurstShots = 25
RateOfFireRecoil = 10
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyCurveSpacingForX = 1.7
AccuracyGround = 0.2, 0.6, 0.8, 1.0, 0.9, 0.7, 0.5, 0.2, 0.1, 0.05, 0.025, 0.0
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 1.0

[MW_ACID_BOMB]
Type = Weapon
ShotSpeed = 1.0
LobCurve = 5
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.5
AttackDamage = 40
AttackRange = 20
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 8.0
RateOfFireStart	= 0
RateOfFireContinue = 6000
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
AttackTech = mw acid damage
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.8
IsAbleToAttackFromVehicle = off

[MW_ARTILLERY_LAUNCHER]
Type = Weapon
ShotSpeed = 2.0
LobCurve = 1
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.5
AttackDamage = 150
AttackRange = 35
AttackMinRange = 10
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 30
RateOfFireContinue = 7500
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.9
IsAbleToAttackFromVehicle = off

[GROUND_TURRET_GUN]
Type = Weapon
DisplayName = Energized Shell Launcher
WeaponClass = Explosive
ShotSpeed = 3.0
Homing = 1
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 26
AttackRange = 19
;AttackMinRange = 4
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 80
RateOfFireContinue = 75
;AttackGroundOrder = on
;AutoFireWeapon = on
;AutoSelected = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 0.0
TurretRotationVelocity = 10
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Description = Energy Laced shell launcher. Low Rate of Fire, explosive shells.

[AIR_TURRET_GUN]
Type = Weapon
DisplayName = Charger III Rockets
Shotspeed = 2.3
Homing = 1
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 25
AttackRange = 19
AttackMinRange = 2
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 50
RateOfFireContinue = 150
RateOfFireBurst = 25
BurstShots = 4
AttackGroundOrder = off
AutoFireWeapon = on
AutoSelected = off
HitGround = off
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
PopLimitScore = 0.25
TurretRotationVelocity = 10
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Description = Anti Air Platfrom. Fires Charger-III Rockets.

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; Headquarter Abilities
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[HQ_GUN]
Type = Weapon
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 50.0
ShotSpeed = 2.5
LobCurve = 200
AttackDamage = 300
AttackRange = 300
AttackMinRange = 50
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 200
RateOfFireContinue = 12000
AttackGroundOnceOrder = on
AutoFireWeapon = off
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 0.0
TurretRotationVelocity = 10
DamageFactorVehicleOccupant = 0.5
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 1.0

[HQ_SHIELD_PULSE]
Type = GameTech
TiType = ApplyTech
DisplayName = Activate Defensive Protocol
Description = Upon activation, provides <font color="#00ff00">all nearby buildings</font> with a <font color="#00ff00">temporary shield</font>.
Radius = 50
TechToBeApplied = hq temp shield
Passive = no
Cooldown = 9000

[HQ_TEMP_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Defensive Shield
Description = 250HP shield for 10 seconds.
ShieldHealthPoints = 250
ShieldRegenAmount = 1
ShieldRegentime = 1000
ExpireTime = 1000
BuffDescription = Temporary shield.

[HQ_POINT_DEFENSE]
Type = GameTech
TiType = ApplyTech
DisplayName = Activate Offensive Protocol
Description = Upon activation, provides all <font color="#00ff00">nearby turrets</font> with <font color="#00ff00">+25 damage</font>.
Radius = 50
TechToBeApplied = hq temp damage
Passive = no
Cooldown = 9000

[HQ_TEMP_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Super-Charge
Description = +25 damage for 10seconds.
Damage = 25
ExpireTime = 1000
BuffDescription = Temporary Shield.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER_RIFLE]
Type = Weapon
DisplayName = Reappropriated Human Minigun
;BuildTime = 20
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 5, 6
AttackRange = 13, 14
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 70
RateOfFireContinue = 40
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 2
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
Description = Reappropriated Human Minigun. Small Calibre, short rev up time.

[EXHAUST_RIFLE]
Type = Weapon
DisplayName = Prismatic Shock Core
Shotspeed = 2
Homing = 1
;LobCurve = 0.1
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 7, 10
ExtraDamageToArmorClass = 0, 4, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 13
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 80
RateOfFireContinue = 80
RateOfFireBurst = 20
BurstShots = 3
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
FaceTargetInstantly = on
Description = Prismatic Shock Core. Fires in Bursts.

[EXHAUST_DESECRATE]
Type = Weapon
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.5
AttackTech = Exhaust Decay
AttackDamage = 0
ExtraDamageToArmorClass = 50, 57, 70, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 30
RateOfFireContinue = 6000
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
FaceTargetInstantly = on
Description = Prismatic Shock Core. Fires in Bursts.

[SPINE_DEATH_RAY]
Type = Weapon
WeaponClass = Plasma
ResourceTypeConsumed = Salvage
ResourceConsumedPerShot = 10
AttackDamage = 200
AttackRange = 25
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 50
RateOfFireContinue = 9000
RateOfFireRecoil = 100
;AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 3.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
IsAbleToAttackFromVehicle = off
FaceTargetInstantly = on

[SPINE_DRONE1_RIFLE]
Type = Weapon
WeaponClass = Impact
AttackDamage = 15
AttackRange = 13
AttackArea = 0
AccuracyGround = -1
AccuracyAir = -1
RateOfFireStart	= 80
RateOfFireContinue = 200
HitGround = on
HitAir = on
DamageDecay = 1.0
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
PopLimitScore = 0.1

[PUDGE_RIFLE]
Type = Weapon
DisplayName = Noxious Podling
ShotSpeed = 1.45
LobCurve = 30
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.1
AttackTech = pudge Corrosive
AttackDamage = 10
ExtraDamageToArmorClass = 0, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 25
AttackMinRange = 10.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4.0
DeployNeeded = on
RateOfFireStart	= 50
RateOfFireContinue = 200, 125
RateOfFireBurst = 50
BurstShots = 1
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
AttackGroundOrder = on
CriticalHitChance = 2, 3
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Noxious Podling Discharge. Slow but covers wide areas.

[PUDGE_RAPID_SHOT] ; Pudge
Type = Weapon
ShotSpeed = 1.45
LobCurve = 30
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = .35
AttackTech = pudge Corrosive
AttackDamage = 10
AttackRange = 30
AttackMinRange = 10.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4.0
TurretRotationLimit = 30
TurretRotationVelocity = 60
RateOfFireStart	= 100
RateOfFireContinue = 6000
RateOfFireBurst = 70
BurstShots = 5
RateOfFireRecoil = 50
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
DeployNeeded = on
HitGround = on
HitAir = never
AccuracyCurveSpacingForX = 1.5
AccuracyGround = 0.2, 0.6, 0.8, 1.0, 0.9, 0.7, 0.5, 0.2, 0.1, 0.05, 0.025, 0.0
AccuracyAir = 2.0, 1.4, 0.8, 0.4, 0.2, 0.1, 0.05
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 1.0
Description = The Pudge fires like a dervish.

[SPIDER_DAMPENING_FIELD_GUN]
Type = Weapon
ShotSpeed = 6.0
Lobcurve = 5
WeaponClass = Impact
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 0.4
AttackDamage = 0
AttackRange = 20
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 8.0
RateOfFireStart	= 50
RateOfFireContinue = 3500
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = Decrease Armor
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.3
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = spider damp field

[SILENCE_SMOKE_GUN]
Type = Weapon
ShotSpeed = 8.0
Lobcurve = 5
WeaponClass = Impact
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 0.4
AttackDamage = 0
AttackRange = 15
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 0
RateOfFireContinue = 6000
RateOfFireRecoil = 50
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = Darkness Smoke
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.3
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Smoke and mirrors. You can't see.

[SILENCE_MORPHER_RIFLE]
Type = Weapon
DisplayName = Hypergized Human Minigun
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 13, 16
ExtraDamageToArmorClass = 7, -5, -2, -8 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 13
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
CompoundDamage = on
AoeDamageDecay = off
AttackArea = 4.0
RateOfFireStart	= 60
RateOfFireContinue = 50
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 15
CriticalHitModifier = 2
TurretRotationLimit = 90
TurretRotationVelocity = 80
PassThroughOrganicUnit = off
PassThroughNonOrganicUnit = off
DamageFactorVehicleOccupant = 0.4
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.4
FaceTargetInstantly = on
PopLimitScore = 0.25
Description = Reappropriated Human Minigun. Energized and augmented with Zali Technology.

[SILENCE_MORPHER_KNIFE]
Type = Weapon
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.5
AttackDamage = 0
ExtraDamageToArmorClass = 225, 175, 125, 75 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 5
AttackMinRange = 0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0
RateOfFireStart	= 10
RateOfFireContinue = 6000
RateOfFireRecoil = 90
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 0.8
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off

[SILENCE_PLASMA_GRENADE]
Type = Weapon
ShotSpeed = 4.0
LobCurve = 2
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 65
AttackRange = 15
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 5.0
RateOfFireStart	= 50
RateOfFireContinue = 3500
RateOfFireRecoil = 50
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off

[STRIFE_MORPHER_RIFLE]
Type = Weapon
DisplayName = Yefex Dual War Lancer
WeaponClass = Explosive
Shotspeed = 3.0
Homing = 1
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.425
AttackDamage = 20, 25
ExtraDamageToArmorClass = 0, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 80
RateOfFireContinue = 130
RateOfFireBurst = 1
BurstShots = 2
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
PopLimitScore = 0.25
Description = Plasma Slicers. Fires Volatile bursts of Plasma.

[STRIFE_ARC_BLAST]
Type = Weapon
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 60
AttackRange = 14
AttackArea = 5.0
AttackThickness = 3.0
OvershootDistance = 0
DamageDecay = 1.0
RateOfFireStart	= 100
RateOfFireContinue = 6000
RateOfFireRecoil = 100
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = on
PassThroughStructure = on

[PRESERVATION_MORPHER_RIFLE]
Type = Weapon
DisplayName = Staff of the Ancients
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.25
AttackTech = preservation morpher corrosion
AttackDamage = 6, 7
ExtraDamageToArmorClass = 1, 3, 10, 6 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
OvershootDistance = 0
AttackMinRange = 0.0
AttackArea = 0.0
DamageDecay = 1.0
RateOfFireStart	= 80
RateOfFireContinue = 50
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.9
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
PopLimitScore = 0.25
Description = Staff of the Ancients. Fires a continuous beam. Deadly against Heavy Units.

[CREEPER_RIFLE]
Type = Weapon
DisplayName = The Overlord
;BuildTime = 10
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.15
ShotSpeed = 2.7
AttackDamage = 48, 61
AttackRange = 18, 20
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 2, 3
Homing = 1
CriticalHitChance = 5
CriticalHitModifier = 2.0
MustDescendToHitGround = on
RateOfFireStart	= 100
RateOfFireContinue = 115
AccuracyGround = -1
AccuracyAir = -1
AllowSwitchAfterFire = false
HitAir = on
DamageToWallFactor = 0.5
PopLimitScore = 0.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Plasma Cannon. The height of Zali Technology.

[CREEPER_ARC_BLAST]
Type = Weapon
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 150
AttackRange = 25
AttackArea = 20.0
AttackThickness = 3.0
OvershootDistance = 0
DamageDecay = 1.0
RateOfFireStart	= 150
RateOfFireContinue = 10000
RateOfFireRecoil = 50
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = on
PassThroughStructure = on

[CREEPER_HYPER_BEAM]
Type = Weapon
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 300
AttackRange = 40
AttackMinRange = 0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 5.0
AttackThickness = 3.0
RateOfFireStart	= 300
RateOfFireContinue = 12000
RateOfFireRecoil = 200
CompoundDamage = off
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 3.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
IsAbleToAttackFromVehicle = off
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = on
PassThroughStructure = on
BeamAoe = true

[CREEPER_LAST_RITES]
Type = Weapon
shotspeed = 5.0
lobcurve = 3
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 50
AttackRange = 22
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 8.0
RateOfFireStart	= 100
RateOfFireContinue = 9000
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
IsAbleToAttackFromVehicle = off
AttackTech = Creeper Rites

[CREEPER_RITES]
Type = GameTech
TiType = AttackeeTech
DisplayName = Last Rites
Description = Damages to all enemy units that walk over it.
HealAmount = -30
HealRate = 100
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = 500
BuffDescription = <font color="#ff0000">Taking Damage.</font> Being Interred.

[HYDRA_TURRET_GUN]
Type = Weapon
DisplayName = Serpent's Pulse
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 28
AttackRange = 19
AttackMinRange = 3
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 100
RateOfFireContinue = 100
HitGround = on
HitAir = on
Homing = 1
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
TurretRotationVelocity = 120

[KOBALOI_TURRET_GUN]
Type = Weapon
DisplayName = Trickster's Mercy
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
ShotSpeed = 2.3
Homing = 1
AttackDamage = 11
ExtraDamageToArmorClass = 8, 6, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 19
AttackMinRange = 2
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 60
RateOfFireContinue = 80
RateOfFireBurst = 20
BurstShots = 4
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
TurretRotationVelocity = 120

[CERBERUS_TURRET_GUN]
Type = Weapon
DisplayName = Guardian's Glare
WeaponClass = Impact
Shotspeed = 4.0
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 33
AttackRange = 19
AttackMinRange = 3
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
RateOfFireStart	= 100
RateOfFireContinue = 250
AttackGroundOrder = off
AutoFireWeapon = on
AutoSelected = off
Homing = 1
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
TurretRotationVelocity = 120

[PHOENIX_TURRET_GUN]
Type = Weapon
DisplayName = Immortal's Wisdom
WeaponClass = Explosive
Shotspeed = 3.0
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 63
AttackRange = 20
AttackMinRange = 3
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
RateOfFireStart	= 50
RateOfFireContinue = 150
AttackGroundOrder = off
AutoFireWeapon = on
AutoSelected = off
PopLimitScore = 0.25
HitGround = on
HitAir = on
Homing = 1
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 0.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
TurretRotationVelocity = 120

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ATTACKER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SOLDIER_ATTACKER]
Type = Attacker
;WeaponsSupported = marine Rifle, Sniper Rifle, Rpg Launcher, Mortar, Heavy Machine Gun, Flame Thrower
HoldFireLowAmmo = 0.3
HoldFireLowGas = 0.3
MaxCarriedWeapons = 5

[TOWER_ATTACKER]
Type = Attacker
HoldFireLowAmmo = 0.1
HoldFireLowGas = 0.1
MaxCarriedWeapons = 5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MOVER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FOOT_FAST]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.7 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.40		; When speed is active, this tells how fast in relation to Nitro upgrades.
EnduranceRegenPerSecond = 0.01
EnduranceConsumePerSecond = 0.085
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 3.0
Acceleration = 15.0
RotationSpeed = 4.0
PatrolFactor = 0.4
BodyArmorFactor = 0.9
StairsFactor = 4.0
RoadFactor = 0.8
UsesGas = false

[FOOT_MED]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.7 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.40		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 2.8
Acceleration = 12.0
RotationSpeed = 4.0
StairsFactor = 4.0
RoadFactor = 0.80
UsesGas = false

[FOOT_SLOW]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.7 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.40		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 1.6
Acceleration = 8.0
RotationSpeed = 3.0
StairsFactor = 4.0
RoadFactor = 0.80
UsesGas = false

[ANIMAL_SLOW]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.7 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.40		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 1.2
Acceleration = 8.0
RotationSpeed = 3.0
StairsFactor = 4.0
RoadFactor = 1.0
PatrolFactor = 0.3
UsesGas = false

[WHEEL_FAST]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.8 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.40		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 6.0, 7.0, 8.0
Acceleration = 12.5, 14.6, 16.7
RotationSpeed = 2.0
RoadFactor = 0.5
;GasConsumptionRate = 0.015
UsesGas = false
EnduranceRegenPerSecond = 0.01
EnduranceConsumePerSecond = 0.085
;GasConsumptionFactor_Sprinting = 2.0  ; increases gas consumption by this much while sprint is active
;GasConsumptionFactor_OnRoad = 0.5

[WHEEL_MED]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.8 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.2		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 5.6
Acceleration = 12.5
RotationSpeed = 0.4
RoadFactor = 0.5
;GasConsumptionRate = 0.0225
UsesGas = false
EnduranceRegenPerSecond = 0.01
EnduranceConsumePerSecond = 0.085
;GasConsumptionFactor_Sprinting = 2.0  ; increases gas consumption by this much while sprint is active
;GasConsumptionFactor_OnRoad = 0.5

[WHEEL_SLOW]
Type = Mover
NitroUpgradeFactor = 0.5
UnitSpeedFactor_Carrying = 0.5
UnitSpeedFactor_Encumbered = 0.8 ; When encumbered, speed reduces by this factor.
SpeedNotActive = 0.3334	; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
SpeedActive = 1.0		; When speed is active, this tells how fast in relation to Nitro upgrades.
Duration = 1000			; 100 = one sec, when speed is active, this is how long it stays in the active state.
Cooldown = 3000			; 100 = one sec
TopSpeed = 4.0
Acceleration = 7.5
RotationSpeed = 0.3
RoadFactor = 0.5
UsesGas = false
;GasConsumptionFactor_OnRoad = 0.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; PEON DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HUMAN_LIGHT_PEON]
Type = Peon
BuildSpeed = 1.0			; build structure ratio
RepairRate = 4.0 ; making really slow because repairing seems to be free			; hp per sec
RepairStructureCost = 1.0	; how much does it cost to repair a structure in relation to it's original cost
HarvestResourceTypes = None
Build1List = Barracks, Vehicle Factory, Airport, none, ground turret, air turret, radar turret, none, supply depot
Build2List = Medical Facility, Operations Center, Armory, Tech Library 	;Short Wall Static
RepairStructures = any

[MACHINE_LIGHT_PEON]
Type = Peon
BuildSpeed = 1.0			; build structure ratio
RepairRate = 4.0 ; making really slow because repairing seems to be free			; hp per sec
RepairStructureCost = 1.0	; how much does it cost to repair a structure in relation to it's original cost
Build1List = Hydra Turret, Kobaloi Turret, Cerberus Turret, Phoenix Turret, Altar of Knowledge, Machine Supply Depot
Build2List = 	;Short Wall Static
RepairStructures = none
HarvestResourceTypes = None

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; AURA PROVIDER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MEDIC_NANOBOT_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine
TechsProvided = Lvl1(medic nanobots 1)
AuraRange = 4
AffectFriendly = on
AffectEnemies = off
;MaxAttackees = 5

[MR_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine, stap, carb walker, mech walker, morpher, spine, pudge, silence morpher, strife morpher, preservation morpher, creeper
AuraRange = 15
AffectFriendly = off
AffectEnemies = on

[TM_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine
AuraRange = 9
;MaxAttackees = 5
AffectFriendly = on
AffectEnemies = off

[RT_AURA]
Type = AuraProvider
AttackeesAllowed = engineer, security marine, madrat, medic, operative, titan marine, stap, crab walker, mech walker, automated gunship, carrier, missile gunship, morpher, exhaust, pudge, spine, spider, preservation morpher, strife morpher, silence morpher, creeper
AuraRange = 30
AffectFriendly = off
AffectEnemies = on

[SPINE_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine, morpher, exhaust, spine, pudge, spider, silence morpher, strife morpher, preservation morpher, creeper
AuraRange = 10
;MaxAttackees = 5
AffectFriendly = on
AffectEnemies = off

[SPIDER_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine, morpher, exhaust, spine, pudge, spider, silence morpher, strife morpher, preservation morpher, creeper
AuraRange = 11
;MaxAttackees = 5
AffectFriendly = on
AffectEnemies = off

[CREEPER_AURA]
Type = AuraProvider
AttackeesAllowed = stefin, aeryn, bulletstopper, kestrel, doc, bose, littleman, radin, engineer, security marine, madrat, medic, operative, titan marine, morpher, exhaust, spine, pudge, silence morpher, strife morpher, preservation morpher, creeper
AuraRange = 10
AffectFriendly = on
AffectEnemies = off

[DAMAGE_AURA]
Type = AuraProvider
AttackeesAllowed = security marine
AuraRange = 15

[HT_AURA]
Type = AuraProvider
AttackeesAllowed = hydra turret, kobaloi turret, cerberus turret, phoenix turret
AuraRange = 12

[PT_AURA]
Type = AuraProvider
AttackeesAllowed = engineer, security marine, madrat, medic, operative, titan marine, stap, crab walker, mech walker, automated gunship, carrier, missile gunship, morpher, exhaust, pudge, spine, spider, preservation morpher, strife morpher, silence morpher, creeper, hub, altar of knowledge, hydra turret, kobaloi turret, cerberus turret, phoenix turret, grand temple of preservation, machine supply depot
AuraRange = 25
AffectFriendly = on
AffectEnemies = off

[STATUE_AURA]
Type = AuraProvider
AttackeesAllowed = engineer, security marine, madrat, medic, operative, titan marine, stap, crab walker, mech walker, automated gunship, carrier, missile gunship, morpher, exhaust, pudge, spine, spider, preservation morpher, strife morpher, silence morpher, creeper
AuraRange = 20
AffectFriendly = on
AffectEnemies = on

[AERYN_AURA]
Type = AuraProvider
AttackeesAllowed = engineer, security marine, madrat, medic, operative, titan marine, stap, crab walker, mech walker, automated gunship, carrier, missile gunship, stefin, aeryn
AuraRange = 18
AffectFriendly = on
AffectEnemies = off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; HEALER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HEALER]
Type = Healer
HealRate = 100 ; heal rate for the healer should be one second. the healer tech has a heal rate modifier so this cant be -1
HealAmount = 0
HealRange = 16
CanHealStructure = no
CanHealOrganic = no
CanHealVehicles = no
CanHealWeapon = no
CanHealBodyArmor = no
CanHealOccupantsOnly = no
HealRateExtraLevels = 0.25	; amount increased per level above level 4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; REMOTE VIEWER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[REMOTE_VIEWER]
Type = RemoteViewer
MaxMana = 100
ManaCost = 50
Range = 30
Duration = 500
ManaRegenPerTickPerPrisoner = 0.01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UNIT STATION DEFS
;
;CargoSize - how many units can be carried. 100 means this can carry 2 units with a radius of 50
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[UNIT_STATION]
Type = UnitStation
UnitsAllowed = Stefin, aeryn, bulletstopper, kestrel, doc, radin, Engineer, Security Marine, Operative, Medic
NeutralIfEmpty = no
CargoSize = 100
;MaxUnitsPerPlayer = 4
CaptureTime = -1 ; means cannot be captured ;CaptureTime = 6000		; optional

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TRANSPORTER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[INFANTRY_TRANSPORTER]
Type = Transporter
UnitsAllowed = Engineer, security marine
CargoSize = 15.0
AllowUsableLegsUnit = off
;MaxUnitsPerPlayer = 4
CaptureTime = -1; means cannot be captured ;CaptureTime = 600 ; not used for infantry

[VEHICLE_TRANSPORTER]
Type = Transporter
UnitsAllowed = Engineer, Security Marine, madrat, operative, medic, titan marine
NeutralIfEmpty = no
CargoSize = 60.0
AttackHeight = 0.5
NeedsDriver = off
CaptureTime = -1 ; means cannot be captured ;CaptureTime = 1500

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESOURCE PURCHASER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RESOURCE_PURCHASER]
Type = ResourcePurchaser
;ResourceList = Energy( ResourceAmount = 5, ResourceCost = Salvage(2), BuildTime = 1000, AddIntoAssetNetwork = yes )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESEARCH PURCHASER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RESEARCH_PURCHASER]
Type = ResearchPurchaser
;GameTechs = First-Aid Kit ( TechAmount = 1, ResourceCost = Salvage(2), BuildTime = 1000, AddIntoAssetNetwork = no )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TECH USER COMPONENT DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = None
TechsInitial = None

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN TECH USER COMPONENT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ENGINEER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, medic swarm, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
Tier1 = engineer t1 super builder, engineer t1 mechanic, engineer t1 detection
Tier2 = engineer t2 super fixer, engineer t2 shield
Tier3 = engineer t3 mark, engineer t3 saboteur

[SECURITY_MARINE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
Tier1 = sm t1 damage, sm t1 defense
Tier2 = sm t2 health, sm t2 rambo
Tier3 = sm t3 health, sm t3 damage

[MADRAT_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
Tier1 = mr t1 corrosive jr, mr t1 toxicity aura
Tier2 = mr t2 volatile mix, mr t2 rate of fire
Tier3 = mr t3 health, mr t3 melt, mr t3 splash

[OPERATIVE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
TechsInitial = operative shrapnel
Tier1 = operative t1 acid grenade, operative t1 sprint, operative t1 slow grenade
Tier2 = operative t2 nano suit, operative t2 cloak, operative t2 recon orb
Tier3 = operative t3 convert plasma, operative t3 grenade damage, operative t3 rof

[MEDIC_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
TechsInitial = Medic Ammo Dispenser
Tier1 = medic t1 health, medic t1 movement
Tier2 = medic t2 med kit, medic t2 improved nanobot, medic t2 healer
Tier3 = medic t3 health, medic t3 uber charge, medic t3 swarm

[TM_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity heal, preservation morpher corrosion, mr toxicity dmg, medic swarm, medic nanobots 1, medic healer bots, tm command, tm fiend, cw reduce armor, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider binding, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, corrosive burn, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, lift morale, bad guy blow up, m4 shield tech, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
TechsInitial = tm t1 jet pack
Tier1 = tm t1 plasma rifle, tm t1 command aura
Tier2 = tm t2 raider, tm t2 plasma bleed, tm t2 fiend aura
Tier3 = tm t3 drone, tm t3 shield

[STAP_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, mark mechanic, sabotage, taser slow, mr Corrosive, mr corrosive jr, mr toxicity heal, medic uber weapon, cw reduce armor, mr toxicity dmg, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider dismantle, spider binding, ground slam, mute enemy, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, medic swarm, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, oasis speed, kobaloi poison, cerberus break, bad guy blow up, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, stefin grenade sludge, aeryn heal tech, aeryn armor aura, corrosive burn
Tier1 = stap t1 mines, stap t1 nitro
Tier2 = stap t2 detection, stap t2 destroyer, stap t2 crit
Tier3 = stap t3 crit, stap t3 obliterator, stap t3 runandgun

[CW_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, mark mechanic, sabotage, taser slow, mr Corrosive, mr corrosive jr, mr toxicity heal, medic uber weapon, cw reduce armor, preservation morpher corrosion, mr toxicity dmg, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider dismantle, spider binding, ground slam, mute enemy, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, medic swarm, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, oasis speed, kobaloi poison, cerberus break, bad guy blow up, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, stefin grenade sludge, aeryn heal tech, aeryn armor aura, corrosive burn
Tier1 = cw t1 barrage, cw t1 rate of fire
Tier2 = cw t2 range, cw t2 hydraulics, cw t2 shield
Tier3 = cw t3 damage, cw t3 movement

[MW_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, mark mechanic, sabotage, taser slow, mr Corrosive, mr corrosive jr, mr toxicity heal, medic uber weapon, cw reduce armor, preservation morpher corrosion, mr toxicity dmg, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, spider dismantle, spider binding, ground slam, mute enemy, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, medic swarm, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, oasis speed, kobaloi poison, cerberus break, bad guy blow up, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, aeryn heal tech, aeryn armor aura, corrosive burn
Tier1 = mw t1 armor, mw t1 damage, mw t1 health
Tier2 = mw t2 weapon switch plasma, mw t2 flamethrower, mw t2 splash
Tier3 = mw t3 acid bomb, mw t3 artillery shot, mw t3 shield

[AG_TECH_USER_COMPONENT]
Type = TechUser
TechsInitial = ag runandgun
TechsSupported = medic attackee heal, mark mechanic, taser slow, exhaust overwhelm, spider binding, spider dismantle, mute enemy, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, beehive corrosive, radar debuff, bring them down, no escape, spider snare, kobaloi poison, cerberus break, bad guy blow up, sabotage, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, aeryn armor aura, stefin grenade sludge
Tier1 = ag t1 damage, ag t1 perfect chassis
Tier2 = ag t2 taser, ag t2 nitro, ag t2 destroyer
Tier3 = ag t3 health, ag t3 missile

[CARRIER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, mark mechanic, taser slow, exhaust overwhelm, spider binding, spider dismantle, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, beehive corrosive, radar debuff, bring them down, no escape, spider snare, kobaloi poison, cerberus break, bad guy blow up, sabotage, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, aeryn armor aura, stefin grenade sludge
TechsInitial = carrier ammo dispenser
Tier1 = carrier t1 onboard doctor, carrier t1 bomber
Tier2 = carrier t2 cloak, carrier t2 detection, carrier t2 stasis
Tier3 = carrier t3 cabin space, carrier t3 armor

[MG_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, mark mechanic, taser slow, exhaust overwhelm, spider binding, spider dismantle, mute enemy, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, beehive corrosive, radar debuff, bring them down, no escape, spider snare, kobaloi poison, cerberus break, bad guy blow up, sabotage, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, aeryn armor aura, stefin grenade sludge
Tier1 = mg t1 missile, mg t1 damage
Tier2 = mg t2 rate of fire, mg t2 razor
Tier3 = mg t3 whirlwind, mg t3 splash

[GROUND_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, mr Corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, turret damage, turret rate of fire, turret health, turret armor, turret range, turret detect stealth, mw acid damage, spider dismantle, pudge corrosive, pudge pool, mute enemy, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, radar debuff, silence morpher shredder, kobaloi poison, cerberus break, bad guy blow up, hq temp damage, stefin grenade sludge, stefin grenade sludge, hq temp shield, corrosive burn
Tier1 = gt t1 range, gt t1 splash
Tier2 = gt t2 rof, gt t2 armor
Tier3 = gt t3 health, gt t3 crystal charge

[AIR_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, mr Corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, turret damage, turret rate of fire, turret health, turret armor, turret range, turret detect stealth, mw acid damage, pudge corrosive, pudge pool, mute enemy, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, radar debuff, silence morpher shredder, kobaloi poison, cerberus break, bad guy blow up, hq temp damage, stefin grenade sludge, hq temp shield, corrosive burn
Tier1 = at t1 damage, at t1 armor
Tier2 = at t2 splash, at t2 burst
Tier3 = at t3 range, at t3 damage

[RADAR_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, mr Corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, turret damage, turret rate of fire, turret health, turret armor, turret range, turret detect stealth, mw acid damage, pudge corrosive, pudge pool, pt building heal, lava burn, storm slow, storm sight, worm corrosive, oasis heal, creeper rites, radar debuff, silence morpher shredder, kobaloi poison, cerberus break, bad guy blow up, hq temp shield, corrosive burn
TechsInitial = rt detect
Tier1 = rt t1 debuff
Tier2 = rt t2 scan
Tier3 = rt t3 health, rt t3 armor

[HUMAN_BUILDING_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, lava burn, storm slow, storm sight, worm corrosive, oasis heal, creeper rites, radar debuff, kobaloi poison, cerberus break, exhaust decay, bad guy blow up, hq temp shield, corrosive burn

[HQ_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, lava burn, worm corrosive, oasis heal, creeper rites, radar debuff, kobaloi poison, cerberus break, exhaust decay, bad guy blow up, hq temp shield, corrosive burn
TechsInitial = hq shield pulse

[HQ2_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, lava burn, worm corrosive, oasis heal, creeper rites, radar debuff, kobaloi poison, cerberus break, exhaust decay, bad guy blow up, hq temp shield, corrosive burn
TechsInitial = hq shield pulse, hq point defense

[HQ3_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, lava burn, worm corrosive, oasis heal, creeper rites, radar debuff, kobaloi poison, cerberus break, exhaust decay, bad guy blow up, hq temp shield, corrosive burn
TechsInitial = hq shield pulse, hq point defense

[RESOURCE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = storm slow, storm sight

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HERO TECH USER COMPONENT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STEFIN_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = stefin t1 attackbot, stefin t1 shield, stefin t2 headshot, stefin t2 grenade, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, creeper rites, water slow, exhaust bleed, beehive corrosive, lift morale, bad guy blow up, m4 shield tech, stefin apply shield, aeryn heal tech, aeryn armor aura
TechsInitial = hero regen, pre stefin medbot

[AERYN_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = aeryn t1 liftmorale, aeryn t1 heal ground, aeryn t2 cloak, aeryn t2 solidarity, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic nanobots 1, medic healer bots, tm command, cw reduce armor, corrosive burn, mw acid damage, decrease armor, pudge corrosive, pudge pool, exhaust overwhelm, ground slam, mute enemy, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, creeper rites, water slow, exhaust bleed, beehive corrosive, lift morale, bad guy blow up, m4 shield tech, stefin apply shield, stefin grenade sludge, aeryn heal tech, aeryn armor aura
TechsInitial = hero regen, aeryn buckshot

[XERXES_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = 
TechsInitial = xerxes eruption, xerxes shield

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE TECH USER COMPONENT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic healer bots, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, spider armor aura, morpher level up, silence t1 build time, decrease armor, spider speed aura, , strife t1 extreme cover, spider damage, exhaust overwhelm, strife t1 battle ready, strife t3 health, aoe heal on death, spine heal aura, preservation t2 rebirth, spider symbiote, spider temp shield, spider aoe heal burst, ground slam, creeper armor, preservation t3 regen, spider binding, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, silence t3 rof, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge

[EXHAUST_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, taser slow, spider armor aura, exhaust level up, silence t1 nitro boost, silence t1 bleed, spider speed aura, , strife t1 damage, spider damage, strife t2 overwhelm, exhaust overwhelm, strife t3 health, aoe heal on death, preservation t2 jhakas, preservation t2 rebirth, preservation t3 desecrate, spine heal aura, spider symbiote, spider temp shield, spider aoe heal burst, preserv ground slam, creeper armor, preservation t3 regen, spider binding, mute enemy, pt armor, pt heal, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, silence t3 rof, beehive corrosive, radar debuff, bring them down, no escape, spider snare, kobaloi poison, cerberus break, exhaust jhakas, kobaloi trap, storm slow, storm sight, statue offense, statue defense, spine chronowarp, stefin grenade sludge

[SPINE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic healer bots, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, preservation morpher corrosion, spider armor aura, Spine level up, silence t1 detection burst, silence t2 sentries mark 2, decrease armor, spider speed aura, strife t1 ammo, strife t2 death ray, strife t3 unyielding, exhaust overwhelm, strife t3 health, preservation t1 shield spine, preservation t1 harvest capacity, aoe heal on death, preservation t2 speed, preservation t2 rebirth, preservation t1 heal aura, spine heal aura, spider symbiote, spider temp shield, spider aoe heal burst, ground slam, creeper armor, preservation t3 regen, spider binding, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge
TechsInitial = spine devour

[DRONE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, preservation morpher corrosion, decrease armor, spider speed aura, exhaust overwhelm, aoe heal on death, spider aoe heal burst, ground slam, creeper armor, spider binding, mute enemy, pt armor, pt heal, oasis speed, stasis field slow, worm corrosive, creeper rites, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, storm slow, storm sight, medkit snare, statue offense, statue defense, spine chronowarp, stefin grenade sludge

[PUDGE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic swarm, medic healer bots, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, preservation morpher corrosion, spider armor aura, spider dismantle, pudge level up, decrease armor, silence t2 rapid shot, silence t1 hustle, spider speed aura, , strife t1 acid pool, strife t1 increase range, pudge pool, spider damage, exhaust overwhelm, strife t3 health, preservation t1 pod capacity, aoe heal on death, spine heal aura, preservation t2 rebirth, spider symbiote, spider temp shield, spider aoe heal burst, ground slam, creeper armor, preservation t3 regen, spider binding, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, silence t3 rof, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge

[SPIDER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, taser slow, mr Corrosive, spider armor aura, spider level up, silence t2 snare, silence t2 dampening field, decrease armor, silence t3 speed aura, spider speed aura, strife t2 dismantle, spider dismantle, strife t2 spider damage aura, exhaust overwhelm, strife t3 dark binding, aoe heal on death, spine heal aura, preservation t2 rebirth, preservation t2 symbiote, spider symbiote, preservation t2 provide shield, spider temp shield, preservation t3 heal burst, spider aoe heal burst, ground slam, creeper armor, preservation t3 regen, mute enemy, pt armor, pt heal, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, beehive corrosive, radar debuff, bring them down, no escape, strife t3 health, spider snare, kobaloi trap, storm slow, storm sight, kobaloi poison, cerberus break, statue offense, statue defense, spine chronowarp
TechsInitial = spider detection, spider armor, spider shield, spider ammo dispenser

[SILENCE_MORPHER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic healer bots, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, spider armor aura, silence morpher level up, silence t2 plasma grenade, decrease armor, silence t1 cloak sil, silence t2 darkness, spider speed aura, silence t3 shredder, spider damage, exhaust overwhelm, spider binding, aoe heal on death, spine heal aura, preservation t2 rebirth, spider symbiote, spider temp shield, spider aoe heal burst, ground slam, creeper armor, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, silence t3 rof, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, preservation morpher corrosion, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge, medic swarm
TechsInitial = eviscerate

[STRIFE_MORPHER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic healer bots, cw reduce armor, corrosive burn, mw acid damage, pudge corrosive, pudge pool, spider armor aura, strife morpher level up, decrease armor, spider speed aura, , strife t1 add splash effect, spider damage, strife t2 no escape, strife t2 levitate, exhaust overwhelm, spider binding, strife t3 arc blast, strife t3 health, aoe heal on death, spine heal aura, preservation t2 rebirth, spider symbiote, spider temp shield, spider aoe heal burst, ground slam, creeper armor, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, preservation morpher corrosion, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge, medic swarm
TechsInitial = strife morpher surge

[PRESERVATION_MORPHER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic healer bots, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, spider armor aura, preservation morpher level up, decrease armor, spider speed aura, , spider damage, exhaust overwhelm, spider binding, preservation t1 in death, aoe heal on death, preservation t2 rebirth, spider symbiote, spider temp shield, spine heal aura, preservation t2 shield, preservation t2 ages, spider aoe heal burst, preservation t3 ground slam, ground slam, creeper armor, preservation t3 regen, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge, corrosive burn, medic swarm
TechsInitial = preservation morpher anti air

[CREEPER_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, grenade slow, taser slow, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, medic healer bots, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, spider armor aura, spider dismantle, creeper level up, decrease armor, spider speed aura, silence t3 arc blast, silence t3 cloak, spider damage, exhaust overwhelm, spider binding, strife t3 hyper beam, strife t3 lead charge, strife t3 health, aoe heal on death, preservation t2 rebirth, spine heal aura, spider symbiote, spider temp shield, spider temp shield, spider aoe heal burst, ground slam, preservation t3 armor aura, creeper armor, preservation t3 last rites, preservation t3 regen, mute enemy, pt armor, pt heal, lava burn, storm slow, storm sight, imbue health, oasis speed, stasis field slow, worm corrosive, oasis heal, medkit snare, creeper rites, water slow, exhaust bleed, silence t3 rof, beehive corrosive, radar debuff, no escape, silence morpher shredder, spider snare, kobaloi poison, cerberus break, kobaloi trap, statue offense, statue defense, spine chronowarp, stefin grenade sludge, corrosive burn, medic swarm
TechsInitial = creeper detection

[HUB_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, mr Corrosive, mr corrosive jr, mr toxicity dmg, cw reduce armor, mr toxicity heal, pudge corrosive, pudge pool, preservation morpher corrosion, spider armor aura, pt armor, pt building heal, lava burn, creeper rites, radar debuff, silence morpher shredder, kobaloi poison, cerberus break, exhaust decay, corrosive burn
;TechsInitial = increase pop limit tech

[HYDRA_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, spider dismantle, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, silence t3 turret range, strife t1 dhansu, strife t2 turret damage, strife t2 hydra damage aura, ht damage, strife t3 turret damage, preservation t1 detection, preservation t3 turret health, disassemble tech, spider armor aura, mute enemy, pt armor, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, , radar debuff, silence morpher shredder, kobaloi poison, cerberus break, stefin grenade sludge, corrosive burn

[KOBALOI_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, spider dismantle, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, silence t1 poison, silence t2 cloak kobaloi, silence t1 slow pulse, silence t3 turret range, strife t2 turret damage, ht damage, strife t3 turret damage, preservation t1 detection, preservation t3 turret health, disassemble tech, spider armor aura, mute enemy, pt armor, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, radar debuff, silence morpher shredder, kobaloi poison, cerberus break, stefin grenade sludge, corrosive burn

[CERBERUS_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, spider dismantle, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, silence t3 turret range, strife t2 turret damage, ht damage, strife t3 turret damage, preservation t1 detection, preservation t1 break, preservation t2 it stings, preservation t3 turret health, disassemble tech, spider armor aura, mute enemy, pt armor, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, , radar debuff, silence morpher shredder, kobaloi poison, cerberus break, stefin grenade sludge, corrosive burn

[PHOENIX_TURRET_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = medic attackee heal, grenade corrosive, sabotage, spider dismantle, mr Corrosive, mr corrosive jr, mr toxicity dmg, mr toxicity heal, cw reduce armor, pudge corrosive, pudge pool, preservation morpher corrosion, silence t3 turret range, silence t3 phoenix rof, strife t2 turret damage, ht damage, strife t3 turret damage, strife t3 fiery death, preservation t1 detection, preservation t3 phoenix debris, preservation t3 turret health, disassemble tech, spider armor aura, mute enemy, pt armor, pt building heal, lava burn, storm slow, storm sight, medic swarm, worm corrosive, oasis heal, medkit snare, creeper rites, exhaust bleed, , radar debuff, silence morpher shredder, kobaloi poison, cerberus break, stefin grenade sludge, corrosive burn

[ZALI_BUILDING_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = temple armor aura, pt armor, temple heal aura, pt heal, temple building heal aura, pt building heal, medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, lava burn, storm slow, storm sight, worm corrosive, oasis heal, creeper rites, radar debuff, kobaloi poison, cerberus break, exhaust decay, bad guy blow up, hq temp shield, corrosive burn

[STRIFE_TEMPLE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple strife ability

[STRIFE_TEMPLE2_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple strife ability, temple tech strife

[STRIFE_TEMPLE3_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple strife ability, temple tech strife, temple tech strife2

[SILENCE_TEMPLE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple silence ability

[SILENCE_TEMPLE2_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple silence ability, temple tech silence

[SILENCE_TEMPLE3_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = pt armor, lava burn, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple silence ability, temple tech silence, temple tech silence2

[PRESERVATION_TEMPLE_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = temple armor aura, pt armor, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple armor aura, pt armor

[PRESERVATION_TEMPLE2_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = temple armor aura, pt armor, temple heal aura, pt heal, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple armor aura, pt armor, temple heal aura, pt heal

[PRESERVATION_TEMPLE3_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported = temple armor aura, pt armor, temple heal aura, pt heal, temple building heal aura, pt building heal, exhaust decay, mr corrosive, mr corrosive jr, mr toxicity heal, creeper rites, corrosive burn, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool
TechsInitial = temple armor aura, pt armor, temple heal aura, pt heal, temple building heal aura, pt building heal

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Mission Based
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LOHUM_GENERATOR_TECH_USER_COMPONENT]
Type = TechUser
TechsSupported =  medic attackee heal, grenade corrosive, pt armor, pt building heal, mr corrosive, mr corrosive jr, mr toxicity heal, cw reduce armor, preservation morpher corrosion, mw acid damage, pudge corrosive, pudge pool, corrosive burn
TechsInitial = m3 lohum shield

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESOURCE SHARE SENDER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;all buildings those need pipe should be FillToMaxcapacity
;all  attacker buildings those need gas should have resource request amount (receiver) and reserve amount (sender)

[RESOURCE_SHARE_SENDER]
Type = ResourceSender
ResourceList = Energy( TransferRate = 5, TransferAmount = 10, ReserveAmount = 0.5, ReserveAmountForTeammate = 0.6, RatioDiffAllowSend = 0.20, Fallback_Capacity = 10 )
FillToMaxcapacity = no
ScanRange = 0 ; error if scan range is used on a normal sender (not FillToMaxcapacity)

[RESOURCE_SHARE_SENDER_FILL_TO_MAX]
Type = ResourceSender
ResourceList = Energy( TransferRate = 5, TransferAmount = 10, ReserveAmount = 0, ReserveAmountForTeammate = 0.0, RatioDiffAllowSend = 0.20, Fallback_Capacity = 10 )
FillToMaxcapacity = yes
ScanRange = 20 ; error if scan range is used on a normal sender (not FillToMaxcapacity)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESOURCE SHARE RECEIVER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;RequestAmount = 0 means receiver needs gas until it's full

[RESOURCE_SHARE_RECEIVER]
Type = ResourceReceiver
ResourceList = Energy( RequestAmount = 0.0, ResourceRequestRatio_Cpu = 0.05, Fallback_Capacity = 10 )
TrackRange = 10

;[RESOURCE_SHARE_RECEIVER_AMMO_ONLY]
;Type = ResourceReceiver
;ResourceList = Energy( RequestAmount = 0.0, ResourceRequestRatio_Cpu = 0.05, Fallback_Capacity = 10 )
;TrackRange = 10

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UNITS
;
; Settings suffixed with * are required settings, others being optional.
;Mover - mover component used by unit.
;Attacker - attacker component used by unit.
;InitialWeapon - initial weapon carried by unit. Attacker component is needed.
;AttackeeHeight* - Height of unit.
;FeetZoneHeight - damage is done to unit's legs/wheels if hit is below this.
;UnconsciousHitPoints - when unit is unconscious, his HP is reset to this.
;UnconsciousHpLossRate - (amount, rate) ; when unit is unconscious, he loses 'amount' hitpoints per 'rate' ticks.
;Propulsion* - propulsion system used by unit.
;ProductionCostForBuilding - resources required for building to build unit; default = 0
;ProductionCostForUnit - resources required for unit to build unit; default = 0
;BuildTime* - time to construct unit; 100 = one sec
;Radius* - how large unit is; large units are easier to hit for inaccurate weapons
;Radius_Moving* - same as Radius, but applies when unit is moving
;PopLimitScore - optional, overrides default setting. First unit has popLimitScore 1.0 .  AI uses this to assess value of units, so be careful with it.  Override default for free units or units with special hidden costs (like PK unit)
;HotKey - hotkey used to create unit from unit factory.
;Description - unit description on mouse over
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN UNITS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[GROUND_DUMMY]
Type = Unit
Mover = FOOT_FAST
ResourceCapacity = Energy(3)
ArmorClass = light armor
Armor = 2
HitPoints = 10
LOSRange = 3
BuildTime = 600
AttackeeHeight = 1.0
AttackeeHeightFriendly = 0.75
Propulsion = FOOT
;ProductionCostForBuilding = Resources( Ore(12), Energy(15), Food(2) )
PopLimitScore = 1.0
SelectionScore = 0
OrganicHull = yes
Radius = 15.0
Description = small ground dummy unit.
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2

[AIR_DUMMY]
Type = Unit
Mover = FOOT_FAST
ResourceCapacity = Energy(3)
ArmorClass = light armor
Armor = 2
HitPoints = 10
LOSRange = 3
BuildTime = 600
AttackeeHeight = 1.0
AttackeeHeightFriendly = 0.75
Propulsion = FLY
PopLimitScore = 1.0
SelectionScore = 0
OrganicHull = yes
Radius = 15.0
Description = air dummy unit.
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2

[MEDIUM_AIR_DUMMY]
Type = Unit (AIR_DUMMY)
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0,-1), (0, 1), (1,-1), (1, 0), (1, 1)
LayoutSize = 3
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2), 
;LayoutSize = 5

[MEDIUM_GROUND_DUMMY]
Type = Unit (GROUND_DUMMY)
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4

[LARGE_GROUND_DUMMY]
Type = Unit (GROUND_DUMMY)
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
LayoutSize = 4
;TileLayout = (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3)
;LayoutSize = 7

[ENGINEER]
Type = Unit
DisplayName = Engineer
Role = Builder
Description = Constructs buildings and turrets. Capable of repairing vehicles, airships and buildings. Poor combatant but very utilitarian. 
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 4.99)
Peon = HUMAN_LIGHT_PEON
ResourceReceiver = RESOURCE_SHARE_RECEIVER ;( ResourceList = Energy( RequestAmount = 0.4 ) )
ResourceSender = RESOURCE_SHARE_SENDER
Healer = HEALER ( HealRate = 100 | HealAmount = 5.0 | HealRange = 5 | CanHealVehicles = on | CanHealStructure = on)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.2 )
InitialWeapon = Engineer Pistol
TechUser = ENGINEER_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
ResourceCapacity = Energy(5)
ArmorClass = light armor
Armor = 1, 2, 4
HitPoints = 105, 110, 120
LOSRange = 17
BuildTime = 1200
AttackeeHeight = 1.7
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(40), Energy(10), Food(1) )
;BuildingResourceCost = Ore(40), Energy(5), Food(1)	; cost if it is to be built by building
PopLimitScore = .3
SelectionScore = 2
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 150, 300
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = E

[SECURITY_MARINE]
Type = Unit
DisplayName = Merc
Role = Basic Infantry
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 4.99 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = Marine Rifle
TechUser = SECURITY_MARINE_TECH_USER_COMPONENT
ArmorClass = light armor
Armor = 2, 3, 4
HitPoints = 135, 150, 170
LOSRange = 17
BuildTime = 1600
AttackeeHeight = 1.9
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(50), Energy(15), Food(2) )
ResourceCapacity = Energy(10)
PopLimitScore = 1.1
SelectionScore = 3
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 250, 500
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = S
Description = A gun for hire, the Merc can handle most situations and adversaries.

[MADRAT]
Type = Unit
DisplayName = Mad-Rat
Role = Heavy Damage Dealer
Mover = FOOT_FAST ( TopSpeed = 6.8, 7.1, 7.4 | RotationSpeed = 3.50 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.4 )
InitialWeapon = Madrat Acid Cannon, Madrat Pistol
TechUser = MADRAT_TECH_USER_COMPONENT
AuraProvider = MR_AURA
ArmorClass = light armor
Armor = 3, 4, 6
HitPoints = 200, 290, 415
LOSRange = 17, 18
BuildTime = 4000
AttackeeHeight = 1.7
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(65), Energy(50), Food(4) )
ResourceCapacity = Energy(15)
;LifeTime = 1000 ; time in ticks for which this unit will live
PopLimitScore = 5.1
SelectionScore = 10
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 450, 900
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Armory
;HotKey = S
Description = A scientist gone insane(-ish), the Mad-Rat is adept at dealing tons of damage in a number of different ways but is squishy.

[OPERATIVE]
Type = Unit
DisplayName = Operative
Role = Ranged Damage dealer
Mover = FOOT_FAST ( TopSpeed = 5.3, 6.0, 7.3 | RotationSpeed = 3.0)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.7 )
RemoteViewer = REMOTE_VIEWER
InitialWeapon = Sniper Rifle
TechUser = OPERATIVE_TECH_USER_COMPONENT
CanCapture = yes
ArmorClass = light armor
Armor = 1
HitPoints = 125
LOSRange = 22
BuildTime = 2500
AttackeeHeight = 1.8
AttackeeHeightFriendly = 1.2
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(70), Energy(25), Food(4) )
ResourceCapacity = Energy(10)
PopLimitScore = 2.8
SelectionScore = 9
OrganicHull = yes
Radius = 15.0
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Operations Center
ExpNeededToLevelUp = 350, 700
Description = High damage but slow rate of fire. Can be upgraded to fulfil scout or infiltrator based roles.

[MEDIC]
Type = Unit
DisplayName = Medic
Role = Healer
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 3.00)
;Healer = HEALER ; (HealRate = 100 | HealAmount = 2 | HealRange = 10)
AuraProvider = MEDIC_NANOBOT_AURA
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = Medic Rifle
TechUser = MEDIC_TECH_USER_COMPONENT
CanCapture = yes
ArmorClass = medium armor
Armor = 1, 2, 3
HitPoints = 175, 185, 220
LOSRange = 18
BuildTime = 2500
AttackeeHeight = 1.9
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(50), Energy(35), Food(4) )
ResourceCapacity = Energy(5)
PopLimitScore = 3.1
SelectionScore = 6
OrganicHull = yes
Radius = 15.0
ExpNeededToLevelUp = 350, 700
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Medical Facility
Hotkey = M
Description = Supports nearby allies by healing them over time with a swarm of experimental nanobots.

[TITAN_MARINE]
Type = Unit
DisplayName = Titan
Role = Shock Trooper
Mover = FOOT_FAST ( TopSpeed = 4.1, 6 | RotationSpeed = 4.2)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.9 )
InitialWeapon = Titan Rifle
AuraProvider = TM_AURA
TechUser = TM_TECH_USER_COMPONENT
ArmorClass = Heavy armor
Armor = 1, 3
HitPoints = 300
LOSRange = 17
BuildTime = 4500
AttackeeHeight = 2.5
AttackeeHeightFriendly = 1.5
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(120), Energy(50), Food(7) )
ResourceCapacity = Energy(35)
PopLimitScore = 7
SelectionScore = 12
OrganicHull = yes
Radius = 30.0
ExpNeededToLevelUp = 450, 900
Requires = Tech Library
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
Description = Deals high amounts of damage at close range and can absorb just as much. Comes with Jetpack and 10 levels of awesome.

[EXPLODING_DRONE]
Type = Unit
DisplayName = Jethro
Role = Exploding Drone
;Selectable = off
AllowNetworkOrders = off
Mover = FOOT_FAST ( TopSpeed = 7.5 | RotationSpeed = 5.4)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.5 )
TechUser = TECH_USER_COMPONENT ( TechsSupported = tm drone explode tech | TechsInitial = tm drone explode tech )
InitialWeapon = Drone Exploder
ArmorClass = light armor
Armor = 1
HitPoints = 50
LOSRange = 13
ProductionCostForUnit = Resources( Ore(5), Energy(20) )
;UnitResourceCost = Ore(5), Energy(10) ; cost if it is to be built by unit
BuildTime = 100
SummonCooldown = 6000
AttackeeHeight = 1.0
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
PopLimitScore = 1.0
SelectionScore = 1
MaxSummons = 1
OrganicHull = yes
Radius = 15.0
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Description = Create a drone that will follow the Titan. Upon detecting a nearby enemy, it will charge at it and explode.

[STAP]
Type = Unit
DisplayName = Hound
Role = Fast Attack Vehicle
Mover = WHEEL_FAST ( TopSpeed = 6.2, 6.5, 7 | RotationSpeed = 4.2)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Transporter = VEHICLE_TRANSPORTER ( CargoSize = 15.0 | UnitsAllowed = Engineer, Security Marine, Medic, Operative, Madrat, bulletstopper, kestrel, doc, bose, radin, Stefin, Aeryn)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.5 )
InitialWeapon = Stap Rifle, Stap Turret
TechUser = STAP_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
ArmorClass = Light armor
Armor = 1
HitPoints = 110, 130, 160
LOSRange = 18
BuildTime = 1900
AttackeeHeight = 1.6
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(65), Energy(15), Food(2) )
;BuildingResourceCost = Ore(100), Energy(20), Food(3) ; cost if it is to be built by building
ResourceCapacity = Energy(20)
PopLimitScore = 1.6
SelectionScore = 4
OrganicHull = no
Radius = 15.0
ExpNeededToLevelUp = 250, 500
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
;Requires = Vehicle Factory
Description = Can carry an ally who will man its onboard turret, providing extra firepower and defense against aerial units.

[CRAB_WALKER]
Type = Unit
DisplayName = Javelin
Role = Artillery
Mover = WHEEL_FAST ( TopSpeed = 4, 4.5, 5 | RotationSpeed = 3.6 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 2.2 )
InitialWeapon = Cw Rifle
TechUser = CW_TECH_USER_COMPONENT
ArmorClass = medium armor
Armor = 2
HitPoints = 140, 160, 190
LOSRange = 15
BuildTime = 3000
AttackeeHeight = 2.4
AttackeeHeightFriendly = 1.8
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(80), Energy(25), Food(5) )
;BuildingResourceCost = Ore(130), Energy(15), Food(4) ; cost if it is to be built by building
ResourceCapacity = Energy(15)
PopLimitScore = 3.1
SelectionScore = 7
OrganicHull = no
Radius = 15.0
Requires = Medical Facility
ExpNeededToLevelUp = 350, 700
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
LayoutSize = 4
;TileLayout = (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3)
;LayoutSize = 7
Description = Has a lower visual range but can attack at great range if enemies are revealed to it. Can be upgraded to deal more damage or for increased mobility.

[MECH_WALKER]
Type = Unit
DisplayName = Behemoth
Role = Assualt Mech
Mover = WHEEL_FAST ( TopSpeed = 4.8, 5.2 | RotationSpeed = 3.6 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.9 )
InitialWeapon = Mw Rifle
TechUser = MW_TECH_USER_COMPONENT
ArmorClass = heavy armor
Armor = 4
HitPoints = 475, 530, 600
LOSRange = 24
BuildTime = 7500
AttackeeHeight = 3.8
AttackeeHeightFriendly = 3.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(200), Energy(80), Food(8) )
;BuildingResourceCost = Ore(210), Energy(60), Food(7) ; cost if it is to be built by building
ResourceCapacity = Energy(60)
PopLimitScore = 12.6
SelectionScore = 13
OrganicHull = no
Radius = 15.0
ExpNeededToLevelUp = 500, 1000
Requires = Armory
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
LayoutSize = 4
;TileLayout = (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3) 
;LayoutSize = 7
Description = Focus fires enemies. Can be upgraded to allow it to devastate entire armies or beat down single powerful entities.

[AUTOMATED_GUNSHIP]
Type = Unit
DisplayName = Seeker
Role = Light Aerial Assault Automaton
Mover = WHEEL_FAST ( TopSpeed = 6.5, 6.8, 7.1 | RotationSpeed = 4.99)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.5 )
InitialWeapon = Ag Rifle
TechUser = AG_TECH_USER_COMPONENT
ArmorClass = medium armor
Armor = 1
HitPoints = 100, 120, 160
LOSRange = 17
BuildTime = 1900
AttackeeHeight = 1.0
AttackeeHeightFriendly = 0.7
Propulsion = FLY
AirElevation = .5
ProductionCostForBuilding = Resources( Ore(50), Energy(20), Food(2) )
;BuildingResourceCost = Ore(100), Energy(30), Food(4) ; cost if it is to be built by building
ResourceCapacity = Energy(10)
PopLimitScore = 1.6
SelectionScore = 5
OrganicHull = no
Radius = 15.0
;Requires = Airport
ExpNeededToLevelUp = 250, 500
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2), 
;LayoutSize = 5
Description = Excellent scouts and guerilla warfare units. Can be upgraded to pack a more powerful punch.

[CARRIER]
Type = Unit
DisplayName = Dropship
Role = Infantry Transport
Mover = WHEEL_FAST ( TopSpeed = 6.5, 7, 8.0 | RotationSpeed = 4.99 )
Transporter = VEHICLE_TRANSPORTER ( CargoSize = 60.0 | UnitsAllowed = Morpher, Silence Morpher, Strife Morpher, Preservation Morpher, Creeper, Engineer, Security Marine, Medic, Operative, Madrat, Titan Marine, bulletstopper, kestrel, doc, bose, littleman, radin, Stefin, Aeryn)
Healer = HEALER
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.5 )
;InitialWeapon = Carrier Rifle
TechUser = CARRIER_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
ArmorClass = medium armor
Armor = 3, 5
HitPoints = 190, 230, 280
LOSRange = 19
BuildTime = 3000
AttackeeHeight = 1.5
AttackeeHeightFriendly = 1.0
Propulsion = FLY
AirElevation = .3
ProductionCostForBuilding = Resources( Ore(45), Energy(40), Food(5) )
;BuildingResourceCost = Ore(180), Energy(40), Food(2) ; cost if it is to be built by building
ResourceCapacity = Energy(5)
PopLimitScore = 3.5
SelectionScore = 8
OrganicHull = no
Radius = 15.0
ExpNeededToLevelUp = 300, 600
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0,-1), (0, 1), (1,-1), (1, 0), (1, 1)
LayoutSize = 3
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2)
;LayoutSize = 5
HotKey = C
Requires = Operations Center
Description = An extremely utilitarian transport airship. Can ferry infantry units around the map.

[MISSILE_GUNSHIP]
Type = Unit
DisplayName = Garuda
Role = Ranged Siege Airship
Mover = WHEEL_FAST ( TopSpeed = 5 | RotationSpeed = 4.20 )
Propulsion = FLY
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.0 )
InitialWeapon = Mg Rifle
TechUser = MG_TECH_USER_COMPONENT
ArmorClass = Medium armor
Armor = 1, 2
HitPoints = 300, 330, 390
LOSRange = 16
BuildTime = 6500
AttackeeHeight = 2.5
AttackeeHeightFriendly = 1.5
ProductionCostForBuilding = Resources( Ore(200), Energy(90), Food(8) )
;BuildingResourceCost = Ore(200), Energy(80), Food(7) ; cost if it is to be built by building
ResourceCapacity = Energy(50)
PopLimitScore = 11.0
SelectionScore = 11
OrganicHull = no
Radius = 15.0
AirElevation = .9
ExpNeededToLevelUp = 500, 1000
Requires = Tech Library
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0,-1), (0, 1), (1,-1), (1, 0), (1, 1)
LayoutSize = 3
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2), 
;LayoutSize = 5
Description = Can carpet bomb target locations.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE UNITS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER]
Type = Unit
Role = Builder-Infantry
Mover = FOOT_FAST ( TopSpeed = 5 | Acceleration = 15.0 | RotationSpeed = 4.99)
Propulsion = FOOT
Peon = MACHINE_LIGHT_PEON
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = Morpher Rifle
TechUser = MORPHER_TECH_USER_COMPONENT
ResourceCapacity = Energy(10)
ArmorClass = light armor
Armor = 3
HitPoints = 160, 195
LOSRange = 17, 18
ProductionCostForBuilding = Resources( Ore(45), Energy(13), Charge(1), Food(2) )
ProductionCostForUnit = Resources( Salvage(40), Food(2) )
;BuildingResourceCost = Ore(30), Energy(10), Charge(1), Food(2)	;cost if it is to be built by building
;UnitResourceCost = Salvage(20), Food(1)
ResourceDropOnDeath = Salvage(15)
BuildTime = 100
AttackeeHeight = 1.6
AttackeeHeightFriendly = 1.0
PopLimitScore = .8
SelectionScore = 3
OrganicHull = yes
CanCapture = yes
Radius = 15.0
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = Z
Description = Can Merge into the Listener, Striker or Guardian and Zalir. Also capable of morphing into Turrets and an Altar of Knowledge.

[EXHAUST]
Type = Unit
DisplayName = Exhaust
Role = Hit and Run Airship
Mover = FOOT_FAST ( TopSpeed = 6.2, 7.1 | Acceleration = 45, 50 | RotationSpeed = 4.99 )
Propulsion = FLY
AirElevation = 0.5
TechUser = EXHAUST_TECH_USER_COMPONENT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.5 )
InitialWeapon = Exhaust Rifle
ResourceCapacity = Energy(10)
ArmorClass = Light armor
Armor = 1, 2
HitPoints = 135, 165
LOSRange = 18
ProductionCostForBuilding = Resources( Ore(55), Energy(20), Charge(1), Food(3) )
ProductionCostForUnit = Resources( Salvage(40), Food(3) )
;BuildingResourceCost = Ore(40), Energy(15), Charge(1), Food(2)	;cost if it is to be built by building
;UnitResourceCost = Salvage(50), Food(2)
ResourceDropOnDeath = Salvage(20)
BuildTime = 100
Requires = Altar of Knowledge
OrganicHull = yes
AttackeeHeight = 0.8
AttackeeHeightFriendly = 0.5
CanCapture = no
PopLimitScore = 1.8
SelectionScore = 5
Radius = 15.0
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2)
;LayoutSize = 5
HotKey = X
Description = Fast moving airsihp. Can Merge into the Siren.

[SPINE]
Type = Unit
DisplayName = Harvester
Role = Support-Collector
Mover = FOOT_FAST ( TopSpeed = 5.6 | Acceleration = 40 | RotationSpeed = 4.2)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
TechUser = SPINE_TECH_USER_COMPONENT
Peon = MACHINE_LIGHT_PEON( Build1List = Spine, Morpher, Exhaust, Pudge | HarvestResourceTypes = Salvage | RepairStructures = any )
Healer = HEALER ( HealRate = 100 | HealAmount = 5.0 | HealRange = 5 | CanHealStructure = on)
Propulsion = FOOT
RemoteViewer = REMOTE_VIEWER
AuraProvider = SPINE_AURA
;ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
ResourceCapacity = Salvage(100), Energy(5)
ResourceInitial = Energy(5)
ArmorClass = Medium armor
Armor = 1, 3
HitPoints = 135, 160
LOSRange = 18, 21
ProductionCostForBuilding = Resources( Ore(40), Energy(25), Charge(1), Food(0) )
ProductionCostForUnit = Resources( Salvage(30), Food(0) )
;BuildingResourceCost = Ore(60), Energy(5), Charge(1), Food(2)	; cost if it is to be built by building
;UnitResourceCost = Salvage(80), Food(2)		; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(25)
BuildTime = 100
AttackeeHeight = 2.0
AttackeeHeightFriendly = 1.0
OrganicHull = yes
CanCapture = yes
PopLimitScore = 1.8
SelectionScore = 4
Radius = 15.0
Minions = Spine Drone Lvl1
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
HotKey = S
Description = Creates drones to protect itself. Picks up Zali remains to reconstruct basic units. Can merge into the Siren or Zalir.

[SPINE_DRONE_LVL1]
Type = Unit
Role = Sentry
DisplayName = Savior Drone
ProductionCostForUnit = Resources( Salvage(0), Food(1) )
;Selectable = off
AllowNetworkOrders = off
TechUser = DRONE_TECH_USER_COMPONENT
Mover = FOOT_FAST ( TopSpeed = 7)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.77 )
InitialWeapon = Spine Drone1 Rifle
ArmorClass = light armor
Armor = 1
HitPoints = 25
LOSRange = 15
SummonCooldown = 3000
BuildTime = 10
AttackeeHeight = 0.5
AttackeeHeightFriendly = 0.3
Propulsion = FOOT
PopLimitScore = .6
SelectionScore = 1
OrganicHull = yes
MaxSummons = 2
Radius = 15.0
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Description = Attacks nearby enemies.

[SPINE_DRONE_LVL2]
Type = Unit
Role = Healer Drone
DisplayName = Mesh Knitter
TechUser = DRONE_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Salvage(0), Food(1) )
;Selectable = off
AllowNetworkOrders = off
Mover = FOOT_FAST ( TopSpeed = 7)
Healer = HEALER ( HealRate = 100 | HealAmount = 1.5 | HealRange = 5 | CanHealOrganic = on | CanHealVehicles = on)
ArmorClass = medium armor
Armor = 3
HitPoints = 50
LOSRange = 15
SummonCooldown = 3000
BuildTime = 10
AttackeeHeight = 0.5
AttackeeHeightFriendly = 0.3
Propulsion = FOOT
PopLimitScore = 0.6
SelectionScore = 1
OrganicHull = yes
MaxSummons = 2
Radius = 15.0
LayoutSize = 1
Description = Heals nearby allies for 2 Health every 3 seconds.

[PUDGE]
Type = Unit
DisplayName = Pudge
Role = Artillery
Mover = FOOT_FAST ( TopSpeed = 4.1 | Acceleration = 35 | RotationSpeed = 3.2 )
Attacker = SOLDIER_ATTACKER ( AttackHeight = 3.0 | DeployTime = 200 )
InitialWeapon = Pudge Rifle
Transporter = VEHICLE_TRANSPORTER ( CargoSize = 45.0 | UnitsAllowed = Morpher, Silence Morpher, Strife Morpher, Preservation Morpher, Creeper, Security Marine, Medic, Operative, Madrat, Radin, Bulletstopper, Littleman, Kestrel, Doc, Bose, Stefin, Aeryn | PodFireSpeed = 50 | PodFireRange = 60 | PodFireAtStart = 150 | PodFireDuration = 300 | DeployToPodFire = on )
TechUser = PUDGE_TECH_USER_COMPONENT
Propulsion = FOOT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
ResourceCapacity = Energy(30)
ArmorClass = Medium armor
Armor = 2, 4
HitPoints = 150, 200
LOSRange = 15
ProductionCostForBuilding = Resources( Ore(80), Energy(30), Charge(1), Food(4) )
ProductionCostForUnit = Resources( Salvage(60), Food(4) )
ResourceDropOnDeath = Salvage(30)
BuildTime = 100
OrganicHull = no
AttackeeHeight = 3.0
AttackeeHeightFriendly = 3.0
CanCapture = no
PopLimitScore = 3.6
SelectionScore = 6
Radius = 30.0
Requires = Temple of Silence | Temple of Strife | Temple of Preservation
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
LayoutSize = 4
;TileLayout = (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3) 
;LayoutSize = 7
HotKey = P
Description = Whittles away at targets with corrosive attacks. Can load units and fire them across great distances in Pods.

[SPIDER]
Type = Unit
DisplayName = Siren
Role = Advanced Support
Mover = FOOT_FAST ( TopSpeed = 5.6, 6.7 | Acceleration = 45, 50 | RotationSpeed = 4.99 )
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.77 )
TechUser = SPIDER_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
AuraProvider = SPIDER_AURA
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Propulsion = FLY
AirElevation = 0.5
ResourceCapacity = Energy(5)
ConstructType = ByItself
ArmorClass = Medium armor
Armor = 2, 4
HitPoints = 200, 275
LOSRange = 24, 26
ProductionCostForUnit = Resources( Ore(30), Energy(30), Food(5) )
;UnitResourceCost = Ore(20), Energy(15), Food(4)					; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(30)
MergeUnits = Spine, Exhaust
BuildTime = 1000
AttackeeHeight = 1.0
AttackeeHeightFriendly = 0.5
PopLimitScore = 9.6
SelectionScore = 7
Radius = 15.0
OrganicHull = no
Requires = Greater Temple of Silence | Greater Temple of Strife | Greater Temple of Preservation
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0,-1), (0, 1), (1,-1), (1, 0), (1, 1)
LayoutSize = 3
;TileLayout = (-2,2), (-1,2), (0,2), (1,2), (2,2), (-2,1), (-1,1), (0,1), (1,1), (2,1), (-2,0), (-1,0), (1,0), (2,0), (-2,-1), (-1,-1), (0,-1), (1,-1), (2, -1), (-2,-2), (-1,-2), (0,-2), (1,-2), (2, -2)
;LayoutSize = 5
HotKey = D
Description = Detects stealthed units and provides powerful auras to allies. Created by merging a Harvester and Exhaust.

[SILENCE_MORPHER]
Type = Unit
DisplayName = Listener
Role = Assassin
Mover = FOOT_FAST ( TopSpeed = 6.8, 7.7 | Acceleration = 30, 30 | RotationSpeed = 4.99 )
TechUser = SILENCE_MORPHER_TECH_USER_COMPONENT
Propulsion = FOOT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.2 )
InitialWeapon = Silence Morpher Rifle
ResourceCapacity = Energy(15)
ArmorClass = Light armor
Armor = 3
HitPoints = 130, 155
LOSRange = 20
OrganicHull = yes
ProductionCostForUnit = Resources( Ore(10), Energy(30), Food(5) )
;UnitResourceCost = Ore(40), Energy(10), Food(2)				; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(25)
MergeUnits = Morpher, Morpher
BuildTime = 1500
CanCapture = yes
ConstructType = ByItself
AttackeeHeight = 1.8
AttackeeHeightFriendly = 0.9
PopLimitScore = 6.9
SelectionScore = 9
Radius = 15.0
Requires = Temple of Silence
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = R
Description = A follower of Wujyn. Excellent against infantry. Created by merging two Morphers.

[STRIFE_MORPHER]
Type = Unit
DisplayName = Striker
Role = Heavy Infantry
Mover = FOOT_FAST ( TopSpeed = 5 | Acceleration = 30 | RotationSpeed = 4.2 )
TechUser = STRIFE_MORPHER_TECH_USER_COMPONENT
Propulsion = FOOT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.5 )
InitialWeapon = Strife Morpher Rifle
ResourceCapacity = Energy(30)
ConstructType = ByItself
ArmorClass = Medium armor
Armor = 2,4
HitPoints = 170, 220
LOSRange = 18
OrganicHull = no
ProductionCostForUnit = Resources( Ore(25), Energy(25), Food(5) )
;UnitResourceCost = Ore(20), Energy(20), Food(4)				; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(25)
MergeUnits = Morpher, Morpher
BuildTime = 1500
CanCapture = yes
AttackeeHeight = 2.2
AttackeeHeightFriendly = 1.0
PopLimitScore = 6.9
SelectionScore = 10
Radius = 15.0
Requires = Temple of Strife
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
HotKey = R
Description = A Follower of Hyrn Ez. All purpose assault unit. Created by merging two Morphers.

[PRESERVATION_MORPHER]
Type = Unit
DisplayName = Guardian
Role = Heavy Defense
Mover = FOOT_FAST ( TopSpeed = 4.7, 5.3 | Acceleration = 20, 20 | RotationSpeed = 4.2 )
TechUser = PRESERVATION_MORPHER_TECH_USER_COMPONENT
Propulsion = FOOT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.0 )
InitialWeapon = Preservation Morpher Rifle
ResourceCapacity = Energy(20)
ConstructType = ByItself
ArmorClass = Heavy armor
Armor = 2,4
HitPoints = 180, 255
LOSRange = 18
OrganicHull = no
ProductionCostForUnit = Resources( Ore(40), Energy(20), Food(5) )
;UnitResourceCost = Ore(50), Energy(10), Food(4)				; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(30)
MergeUnits = Morpher, Morpher
BuildTime = 1500
CanCapture = yes
AttackeeHeight = 2.1
AttackeeHeightFriendly = 1.0
PopLimitScore = 6.9
SelectionScore = 8
Radius = 15.0
Requires = Temple of Preservation
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
HotKey = R
Description = Excellent against larger units and buildings. A Follower of Thris. Created by merging two Morphers.

[CREEPER]
Type = Unit
DisplayName = Zalir
Role = Zali General
Mover = FOOT_FAST ( TopSpeed = 5.6 | Acceleration = 40 | RotationSpeed = 4.0)
TechUser = CREEPER_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
Propulsion = FOOT
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.5 )
InitialWeapon = Creeper Rifle
AuraProvider = CREEPER_AURA
ResourceCapacity = Energy(20)
ConstructType = ByItself
ArmorClass = Heavy armor
Armor = 2, 4
HitPoints = 400, 450
LOSRange = 22, 24
OrganicHull = no
ProductionCostForUnit = Resources( Ore(100), Energy(70), Food(7) )
;UnitResourceCost = Ore(30), Energy(30), Food(6)				; cost if it is to be built by unit
ResourceDropOnDeath = Salvage(35)
MergeUnits = Morpher, Spine
BuildTime = 4000
AttackeeHeight = 2.4
AttackeeHeightFriendly = 1.5
PopLimitScore = 14.9
SelectionScore = 14
Radius = 30.0
Requires = Grand Temple of Silence | Grand Temple of Strife | Grand Temple of Preservation
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
HotKey = C
Description = Extremely powerful and resilient. Created by merging a Morpher and a Harvester.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UPGRADER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[UPGRADER]
Type = Upgrader
UpgradeRange = 20
UpgradeDuration = 100

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESEARCHER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RESEARCHER]
Type = Researcher
Research = Detection

[HUMAN_RESEARCHER_TURRET]
Type = Researcher
Research = turret damage, turret rate of fire, turret health, turret armor, turret range, turret detect stealth

[RESEARCHER_SILENCE_T1]
Type = Researcher
Research = silence t1 build time, silence t1 Detection Burst, silence t1 slow pulse, silence t1 nitro boost, silence t1 bleed, silence t1 cloak sil, silence t1 hustle, silence t1 poison

[RESEARCHER_SILENCE_T2]
Type = Researcher
Research = silence t2 snare, silence t2 dampening field, silence t2 plasma grenade, silence t2 darkness, silence t2 rapid shot, silence t2 sentries mark 2, silence t2 cloak kobaloi

[RESEARCHER_SILENCE_T3]
Type = Researcher
Research = silence t3 speed aura, silence t3 shredder, silence t3 arc blast, silence t3 cloak, silence t3 turret range, silence t3 phoenix rof, silence t3 rof

[RESEARCHER_STRIFE_T1]
Type = Researcher
Research = strife t1 extreme cover, strife t1 damage, strife t1 acid pool, strife t1 increase range, strife t1 ammo, strife t1 add splash effect, strife t1 battle ready, strife t1 dhansu

[RESEARCHER_STRIFE_T2]
Type = Researcher
Research = strife t2 overwhelm, strife t2 dismantle, strife t2 spider damage aura, strife t2 levitate, strife t2 no escape, strife t2 turret damage ,strife t2 hydra damage aura, strife t2 death ray

[RESEARCHER_STRIFE_T3]
Type = Researcher
Research = strife t3 dark binding, strife t3 arc blast, strife t3 hyper beam, strife t3 lead charge, strife t3 turret damage, strife t3 fiery death, strife t3 health, strife t3 unyielding

[RESEARCHER_PRESERVATION_T1]
Type = Researcher
Research = disassemble tech, preservation t1 pod capacity, preservation t1 shield spine, preservation t1 harvest capacity, preservation t1 in death, preservation t1 detection, preservation t1 heal aura, preservation t1 break

[RESEARCHER_PRESERVATION_T2]
Type = Researcher
Research = preservation t2 rebirth, preservation t2 symbiote, preservation t2 provide shield, preservation t2 shield, preservation t2 ages, preservation t2 speed, preservation t2 it stings, preservation t2 jhakas

[RESEARCHER_PRESERVATION_T3]
Type = Researcher
Research = preservation t3 heal burst, preservation t3 ground slam, preservation t3 armor aura, preservation t3 last rites, preservation t3 phoenix debris, preservation t3 regen, preservation t3 turret health, preservation t3 desecrate

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESOURCE FACTORY DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RESOURCE_FACTORY]
Type = ResourceFactory
;ResourceTypes = Energy( Periods(ResourceRate = 0, BatchAmount = 0, AddIntoAssetNetwork = yes, DropOffThresholdAmount = -1, EnableDropOff = true, DepletionAfter = 100 | Destroy = false))

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; YARD RESOURCE MANAGER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[YARD_RESOURCE_MANAGER]
Type = YardResourceManager

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UNIT FACTORY DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[UNIT_FACTORY]
Type = UnitFactory
;Units = Dump Truck
UnitCreationOffset = 0, -5	; x, y
BuildPreparationTime = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TECH FACTORY DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TECH_FACTORY]
Type = TechFactory

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TECH PROVIDER DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TECH_PROVIDER]
Type = TechProvider

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; DOCK DEFS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DOCK]
Type = Dock
ConcurrentUnloaders = 0			; 0 for infinite
CanLoad = no					;
CanUnload = no
ResourceTypes = None				; None, Salvage, Food, Gas, Energy, Metallium
MaxLoadDistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; STRUCTURE DEFAULT
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRUCTURE_DEFAULTS]
Type = StructureDefault
WorkerPreparationTime = 0
; no need to give resistance to buildings as we have DamageFactorStructure and DamageFactorStructureOccupant
ArmorClass = Building
Armor = 0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; BUILDINGS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HEADQUARTERS_LVL1]
Type = Building
DisplayName = Outpost
Race = Human
BuildTime = 9000
UnitStation = UNIT_STATION ( CargoSize = 60.0 | CargoHeightPos = 2.0 )	;| CaptureTime = 18000 )
UnitFactory = UNIT_FACTORY ( Units = Engineer | UnitCreationOffset = -3, 0 )
TechUser = HQ_TECH_USER_COMPONENT
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
;ResourceCapacity = Food(10)
ResourceInitial = Food(10)
ProductionCostForBuilding = Resources( Ore(150), Energy(30) )
Upgrades = Headquarters Lvl2
HitPoints = 2000
;TypeToBeAfterDestroy = Headquarters Ruin
ArmorClass = Building
Armor = 3
LOSRange = 20
AttackeeHeight = 5.5
PopLimitScore = 10
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
;Requires = R&D Bay
;Addons = Medical Facility, Operations Center, Armory, Tech Library
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1)
Description = The Outpost acts as a perfect staging point for quick troop deployment. Has the ability to temporary shield all nearby structures from damage.

[HEADQUARTERS_LVL2]
Type = Building
DisplayName = Command Center
Race = Human
BuildTime = 7000
UnitStation = UNIT_STATION ( CargoSize = 90.0 | CargoHeightPos = 2.0 )	;| CaptureTime = 18000 )
UnitFactory = UNIT_FACTORY ( Units = Engineer | UnitCreationOffset = -3, 0 )
TechUser = HQ2_TECH_USER_COMPONENT
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
;ResourceCapacity = Food(10)
ResourceInitial = Food(10)
ProductionCostForBuilding = Resources( Ore(190), Energy(75) )
Upgrades = Headquarters Lvl3
HitPoints = 2500
;TypeToBeAfterDestroy = Headquarters Ruin
ArmorClass = Building
Armor = 3
LOSRange = 20
AttackeeHeight = 5.5
PopLimitScore = 10
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
Requires = Barracks | Vehicle Factory | Airport
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1)
Description = The Command Center now facilitates equipment to mobilize a wider array of troops. Has the ability to super charge nearby turrets.

[HEADQUARTERS_LVL3]
Type = Building
DisplayName = Headquarters
Race = Human
BuildTime = 10000
UnitStation = UNIT_STATION ( CargoSize = 120.0 | CargoHeightPos = 2.0 )	;| CaptureTime = 18000 )
UnitFactory = UNIT_FACTORY ( Units = Engineer | UnitCreationOffset = -3, 0 )
;Attacker = TOWER_ATTACKER ( AttackHeight = 5 )
;InitialWeapon = HQ Gun
TechUser = HQ3_TECH_USER_COMPONENT
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
;ResourceCapacity = Food(10)
ResourceInitial = Food(10)
ProductionCostForBuilding = Resources( Ore(300), Energy(120) )
HitPoints = 3500
;TypeToBeAfterDestroy = Headquarters Ruin
ArmorClass = Building
Armor = 3
LOSRange = 20
AttackeeHeight = 5.5
PopLimitScore = 10
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
Requires = Medical Facility | Operations Center
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1)
Description = The Headquarters allows the player to orchstrate large scale assaults on enemy positions.

[BARRACKS]
Type = Building
Race = Human
UnitStation = UNIT_STATION ( CargoSize = 60.0 )
UnitFactory = UNIT_FACTORY ( Units = Security Marine, Operative, Medic, Madrat, Titan Marine | UnitCreationOffset = -3, 0 )
;Researcher = RESEARCHER ( Research = armor 1 )
;TechFactory = TECH_FACTORY ( Tech = armor 1 )
;Upgrader = UPGRADER
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
HitPoints = 700
ArmorClass = Building
Armor = 2
LOSRange = 20
AttackeeHeight = 1.7
ProductionCostForUnit = Resources( Ore(100), Energy(45) )
;UnitResourceCost = Ore(80), Energy(10)			; cost if it is to be built by unit
SiteSlotsConsumed = 0
BuildTime = 4000
;ConstructType = ByItself
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = Trains Infantry - Merc, Operative, Medic, Mad-Rat & Titan. Allows the Outpost to be upgraded to a Command Center.
HotKey = K

[MEDICAL_FACILITY]
Type = Building
DisplayName = Tech Support
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
HitPoints = 350
ArmorClass = building
Armor = 4
LOSRange = 20
BuildTime = 4000
;ConstructType = ByParentBuilding
ProductionCostForUnit = Resources( Ore(90), Energy(40) )
;BuildingResourceCost = Ore(10), Energy(25)	; cost if it is to be built by building
AttackeeHeight = 2.5
Requires = Headquarters Lvl2
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0)
DisplayName = Tech Support
Description = Unlocks the Medic and the Javellin. Allows the Command Center to be upgraded into the Headquarters.
;HotKey = M

[OPERATIONS_CENTER]
Type = Building
DisplayName = Operations Center
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
Race = Human
HitPoints = 350
ArmorClass = building
Armor = 4
LOSRange = 20
BuildTime = 4000
;ConstructType = ByParentBuilding
ProductionCostForUnit = Resources( Ore(60), Energy(50) )
;BuildingResourceCost = Ore(20), Energy(20)		; cost if it is to be built by building
AttackeeHeight = 3.0
Requires = Headquarters Lvl2
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = Unlocks the Operative and the Dropship. Allows the Command Center to be upgraded into the Headquarters.
HotKey = O

[ARMORY]
Type = Building
DisplayName = Mobile Armory
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
Race = Human
HitPoints = 350
ArmorClass = building
Armor = 3
LOSRange = 20
BuildTime = 6500
;ConstructType = ByParentBuilding
ProductionCostForUnit = Resources( Ore(150), Energy(80) )
;BuildingResourceCost = Ore(40), Energy(10)		; cost if it is to be built by building
AttackeeHeight = 2.8
Requires = Headquarters Lvl3
VisualBlockageAltitude = 0.0
TileLayout = (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3)
Description = Unlocks the Mad-Rat and the Behemoth.
HotKey = Y

[TECH_LIBRARY]
Type = Building
DisplayName = Munitions Development
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
Race = Human
HitPoints = 350
ArmorClass = building
Armor = 3
LOSRange = 20
BuildTime = 6500
;ConstructType = ByParentBuilding
ProductionCostForUnit = Resources( Ore(90), Energy(100) )
;BuildingResourceCost = Ore(5), Energy(30)		; cost if it is to be built by building
AttackeeHeight = 2.8
Requires = Headquarters Lvl3
VisualBlockageAltitude = 0.0
TileLayout = (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3)
Description = Unlocks the Titan and the Garuda.
HotKey = T

[VEHICLE_FACTORY]
Type = Building
Race = Human
UnitStation = UNIT_STATION ( CargoSize = 60.0 )
UnitFactory = UNIT_FACTORY ( Units = STAP, Crab Walker, Mech Walker | UnitCreationOffset = -4, 0 )
ProductionCostForUnit = Resources( Ore(70), Energy(55) )
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
;UnitResourceCost = Ore(120), Energy(40)			; cost if it is to be built by unit
AttackeeHeight = 1.8
HitPoints = 800
ArmorClass = Building
Armor = 3
LOSRange = 20
BuildTime = 4000
Requires = Headquarters Lvl1
VisualBlockageAltitude = 0.0
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Constructs Vehicles - Hound, Javellin, & Behemoth. Allows the Outpost to be upgraded into a Command Center.
HotKey = V

[AIRPORT]
Type = Building
Race = Human
UnitStation = UNIT_STATION ( CargoSize = 60.0 )
UnitFactory = UNIT_FACTORY ( Units = Automated Gunship, Carrier, Missile Gunship | UnitCreationOffset = -4, 0 )
ProductionCostForUnit = Resources( Ore(130), Energy(35) )
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
;UnitResourceCost = Ore(180), Energy(10)			; cost if it is to be built by unit
AttackeeHeight = 2.0
HitPoints = 800
ArmorClass = Building
Armor = 3
LOSRange = 20
BuildTime = 4000
Requires = Headquarters Lvl1
VisualBlockageAltitude = 0.0
TileLayout = (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3)
Description = Produces Aircraft - Seeker, Dropship, & Garuda. Allows the Outpost to be upgraded into a Command Center.
HotKey = A

[GROUND_TURRET]
Type = Building
DisplayName = Sentinel
Role =  Anti-Personnel Turret
Race = Human
RemoteViewer = REMOTE_VIEWER
TechUser = GROUND_TURRET_TECH_USER_COMPONENT
Attacker = TOWER_ATTACKER ( AttackHeight = 1.77 )
InitialWeapon = ground turret gun
ProductionCostForUnit = Resources( Ore(100), Energy(60) )
;UnitResourceCost = Ore(95), Energy(20)			; cost if it is to be built by unit
AttackeeHeight = 2
HitPoints = 295
ArmorClass = medium armor
Armor = 3
LOSRange = 23
BuildTime = 4000
PopLimitScore = 7.3
Requires = Headquarters Lvl2
VisualBlockageAltitude = 0.0
TileLayout = (-1,0), (1,0), (0,-1), (0,1)
Description = Defensive Structure. Targets Ground units only.
HotKey = ;

[AIR_TURRET]
Type = Building
DisplayName = Sting-Ray
Role =  Anti-Aircraft Turret
Race = Human
RemoteViewer = REMOTE_VIEWER
TechUser = AIR_TURRET_TECH_USER_COMPONENT
Attacker = TOWER_ATTACKER ( AttackHeight = 1.7 )
InitialWeapon = air turret gun
ProductionCostForUnit = Resources( Ore(85), Energy(65) )
;UnitResourceCost = Ore(70), Energy(20)			; cost if it is to be built by unit
AttackeeHeight = 1.8
HitPoints = 275
ArmorClass = medium armor
Armor = 3
LOSRange = 23
BuildTime = 4000
PopLimitScore = 7.3
Requires = Headquarters Lvl2
VisualBlockageAltitude = 0.0
TileLayout = (-1,0), (1,0), (0,-1), (0,1)
Description = Defensive structure. Targets Air units only.
HotKey = ;

[RADAR_TURRET]
Type = Building
DisplayName = Radar
Description = Defensive structure used to detect cloaked units.
Role =  Optics InfoBase
Race = Human
RemoteViewer = REMOTE_VIEWER
AuraProvider = RT_AURA
TechUser = RADAR_TURRET_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Ore(75), Energy(35) )
;UnitResourceCost = Ore(40), Energy(35)			; cost if it is to be built by unit
AttackeeHeight = 1.4
HitPoints = 300
ArmorClass = Heavy armor
Armor = 1
LOSRange = 30
BuildTime = 2500
Requires = Headquarters Lvl1
VisualBlockageAltitude = 0.0
TileLayout = (-1,0), (1,0), (0,-1), (0,1)
HotKey = ;

[SUPPLY_DEPOT]
Type = Building
Race = Human
TechUser = HUMAN_BUILDING_TECH_USER_COMPONENT
DisplayName = Storage Unit
ProductionCostForUnit = Resources( Ore(80), Energy(30) )
;UnitResourceCost = Ore(25)			; cost if it is to be built by unit
AttackeeHeight = 1.8
HitPoints = 300
ArmorClass = building
Armor = 3
LOSRange = 15
BuildTime = 3500
ResourceInitial = Food(10)
VisualBlockageAltitude = 0.0
TileLayout = (-1,1), (0,1), (1,1), (-1,0), (1,0), (-1,-1), (0,-1), (1,-1)
Description = Provides 10 Population.
HotKey = ;

; LandMines
[LAND_MINE_1]
Type = LandMine
TechUser = TECH_USER_COMPONENT( TechsSupported = land mine cloak | TechsInitial = land mine cloak )
BuildTime = 50
HitPoints = 30
AttackeeHeight = 0.3
AttackeeHeightFriendly = 0.1
TriggerRange = 3
DetectRange = 13
ScheduleToCheckLandMine = 200
PiercingResistance = 2.0	; number of bullet resistance upgrades
FlameResistance = 1.0		; number of flame resistance upgrades
ResearchTime = 4500
ProductionCostForUnit = Resources( Energy(5) )
;UnitResourceCost = Energy(0)
;TechsInitial = 1
IsDroppable = false
Area = 5  ; if area is too high, then units sometimes injure themselves when they attack the mine to destroy it
Damage = 200
WeaponClass = Explosive
FriendlyFire = true
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.5
AutoMinimizeArea = -1
AttackDesirability = 10.0
DamageFactorInfantry = 1.0
DamageFactorVehicle = 1.0
DamageFactorVehicleOccupant = 0.5
DamageFactorStructure = 0.3
DamageFactorStructureOccupant = 0.4
DamageFactorStructureOccupantHiding = 0.0
DamageFactorTargetOnWall = 0.5
DamageFactorTargetBehindShortWall = 1.0
Description = Land Mines are exploded when triggered by pressure.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HUB]
Type = StrategicSite	;Type = Building
Race = Machine
BuildTime = 6000
TechUser = HUB_TECH_USER_COMPONENT
UnitFactory = UNIT_FACTORY ( Units = Spine, Morpher, Exhaust, Pudge | UnitCreationOffset = 0, -5 )
ResourceFactory = RESOURCE_FACTORY ( ResourceTypes = Charge( Periods( ResourceRate = 2000, DepletionAfter = 15 | ResourceRate = 1900, DepletionAfter = 16 | ResourceRate = 1800, DepletionAfter = 17 | ResourceRate = 1700, DepletionAfter = 18 | ResourceRate = 1600, DepletionAfter = 19 | ResourceRate = 1500,)) )
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
;ResourceCapacity = Food(10), Charge (1)
ResourceInitial = Food(10), Charge(0)
AssetNetworkResourceCapacity = Charge(4)
ProductionCostForBuilding = Resources( Ore(50), Energy(50) )	; cost if it is to be built by building
HitPoints = 3500
;TypeToBeAfterDestroy = Hub Ruin
;ConstructType = ByItself
DependentBuildings = Temple of Silence, Temple of Strife, Temple of Preservation
ArmorClass = Building
Armor = 5
LOSRange = 22
AttackeeHeight = 6.0
PopLimitScore = 10
VisualBlockageAltitude = 0.0
CanBeDisassembled = no
TileLayout = (-4, -2), (-4, -1), (-4, 0), (-4, 1), (-4, 2), (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3), (-2, -4), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-2, 4), (-1, -4), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (-1, 4), (0, -4), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (0, 4), (1, -4), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (1, 4), (2, -4), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (2, 4), (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3), (4, -2), (4, -1), (4, 0), (4, 1), (4, 2)
Description = Center of a Zali tribe. Produces Charges that can be melded into Basic units - Harvester, Morpher, Pudge, and Exhaust.

[TEMPLE_OF_SILENCE]
Type = Building
DisplayName = Shrine of Silence
Race = Machine
BuildTime = 15000
Researcher = RESEARCHER_SILENCE_T1 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = SILENCE_TEMPLE_TECH_USER_COMPONENT
;UnitResourceCost = Ore(100), Energy(10)		; cost if it is to be built by unit
Attacker = TOWER_ATTACKER ( AttackHeight = 5 )
;InitialWeapon = call of the mute
HitPoints = 900
;TypeToBeAfterDestroy = Ruin Silence
ArmorClass = Building
Armor = 1
LOSRange = 40
AttackeeHeight = 6.0
PopLimitScore = 10
ConstructType = ByItself
Requires = Hub
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
Upgrades = Greater Temple of Silence
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = Devoted to the Path of Wujyn. Allows Listeners and Kobaloi's to be created.

[GREATER_TEMPLE_OF_SILENCE]
Type = Building
DisplayName = Temple of Silence
Race = Machine
BuildTime = 15000
Researcher = RESEARCHER_SILENCE_T2 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = SILENCE_TEMPLE2_TECH_USER_COMPONENT
;BuildingResourceCost = Ore(120), Energy(20)		; cost if it is to be built by building
Attacker = TOWER_ATTACKER ( AttackHeight = 5 )
;InitialWeapon = CALL OF THE MUTE
HitPoints = 1000
TypeToBeAfterDestroy = Ruin Silence 2
ArmorClass = Building
Armor = 2
LOSRange = 40
AttackeeHeight = 6.0
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
Upgrades = Grand Temple of Silence
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = A further manifestation of a devotion to the Path of Wujyn. Allows Sirens to be created.

[GRAND_TEMPLE_OF_SILENCE]
Type = Building
DisplayName = Monument of Silence
Race = Machine
BuildTime = 15000
Researcher = RESEARCHER_SILENCE_T3 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = SILENCE_TEMPLE3_TECH_USER_COMPONENT
;BuildingResourceCost = Ore(100), Energy(30)		; cost if it is to be built by building
Attacker = TOWER_ATTACKER ( AttackHeight = 5 )
;InitialWeapon = call of the mute
HitPoints = 1200
TypeToBeAfterDestroy = Ruin Silence 3
ArmorClass = Building
Armor = 3
LOSRange = 40
AttackeeHeight = 6.0
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = The final manifestation of a devotion to the Path of Wujyn. Allows the Zalir to be created.

[TEMPLE_OF_STRIFE]
Type = Building
Race = Machine
DisplayName = Shrine of Strife
BuildTime = 15000
Researcher = RESEARCHER_STRIFE_T1 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = STRIFE_TEMPLE_TECH_USER_COMPONENT
;UnitResourceCost = Ore(80), Energy(15)		; cost if it is to be built by unit
Attacker = TOWER_ATTACKER ( AttackHeight = 5.3 )
;InitialWeapon = Strife Missiles
HitPoints = 900
TypeToBeAfterDestroy = Ruin Strife
ArmorClass = Building
Armor = 3
LOSRange = 40
AttackeeHeight = 5.5
PopLimitScore = 10
ConstructType = ByItself
Requires = Hub
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
Upgrades = Greater Temple of Strife
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = Devoted to the Path of Hyrn Ez. Allows Strikers and Hydra's to be created.

[GREATER_TEMPLE_OF_STRIFE]
Type = Building
Race = Machine
DisplayName = Temple of Strife
BuildTime = 15000
Researcher = RESEARCHER_STRIFE_T2 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = STRIFE_TEMPLE2_TECH_USER_COMPONENT
;BuildingResourceCost = Ore(80), Energy(20)		; cost if it is to be built by building
Attacker = TOWER_ATTACKER ( AttackHeight = 5.3 )
;InitialWeapon = Strife Missiles
HitPoints = 1000
TypeToBeAfterDestroy = Ruin Strife 2
ArmorClass = Building
Armor = 3
LOSRange = 40
AttackeeHeight = 5.5
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
Upgrades = Grand Temple of Strife
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = The second manifestation of a devotion to the Path of Hyrn Ez. Allows Sirens to be created.

[GRAND_TEMPLE_OF_STRIFE]
Type = Building
Race = Machine
DisplayName = Monument of Strife
BuildTime = 15000
Researcher = RESEARCHER_STRIFE_T3 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = STRIFE_TEMPLE3_TECH_USER_COMPONENT
;BuildingResourceCost = Ore(80), Energy(25)		; cost if it is to be built by building
Attacker = TOWER_ATTACKER ( AttackHeight = 5.3 )
;InitialWeapon = Strife Missiles
HitPoints = 1200
TypeToBeAfterDestroy = Ruin Strife 3
ArmorClass = Building
Armor = 3
LOSRange = 40
AttackeeHeight = 5.5
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = The final manifestation of a devotion to the Path of Hyrn Ez. Allows Zalirs to be created.

[TEMPLE_OF_PRESERVATION]
Type = Building
Race = Machine
DisplayName = Shrine of Preservation
BuildTime = 15000
Researcher = RESEARCHER_PRESERVATION_T1 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = PRESERVATION_TEMPLE_TECH_USER_COMPONENT
AuraProvider = PT_AURA
;UnitResourceCost = Ore(120), Energy(5)		; cost if it is to be built by unit
HitPoints = 1000
TypeToBeAfterDestroy = Ruin Preservation
ArmorClass = Building
Armor = 2
LOSRange = 10
AttackeeHeight = 5.4
PopLimitScore = 10
ConstructType = ByItself
Requires = Hub
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
Upgrades = Greater Temple of Preservation
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = Devoted to the Path of Thris. Allows Guardians and Cerberus's to be created.

[GREATER_TEMPLE_OF_PRESERVATION]
Type = Building
Race = Machine
DisplayName = Temple of Preservation
BuildTime = 15000
Researcher = RESEARCHER_PRESERVATION_T2 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = PRESERVATION_TEMPLE2_TECH_USER_COMPONENT
AuraProvider = PT_AURA
;BuildingResourceCost = Ore(120), Energy(10)		; cost if it is to be built by building
HitPoints = 1100
TypeToBeAfterDestroy = Ruin Preservation 2
ArmorClass = Building
Armor = 3
LOSRange = 10
AttackeeHeight = 5.4
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
Upgrades = Grand Temple of Preservation
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = The second manifestation of a devotion to the Path of Thris. Allows the Siren to be created.

[GRAND_TEMPLE_OF_PRESERVATION]
Type = Building
Race = Machine
DisplayName = Monument of Preservation
BuildTime = 15000
Researcher = RESEARCHER_PRESERVATION_T3 ( GlobalResearch = on )
ProductionCostForBuilding = Resources( Ore(240), Energy(110), Charge(0) )
TechUser = PRESERVATION_TEMPLE3_TECH_USER_COMPONENT
AuraProvider = PT_AURA
;BuildingResourceCost = Ore(120), Energy(15)		; cost if it is to be built by building
HitPoints = 1300
TypeToBeAfterDestroy = Ruin Preservation 3
ArmorClass = Building
Armor = 4
LOSRange = 10
AttackeeHeight = 5.4
PopLimitScore = 10
ImportantEntity = yes
RevealLocationToPlayers = false
CountAllowedPerPlayer = 1
BeUpgradedByItsParent = false
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = The final manifestation of a devotion to the Path of Thris. Allows Zalirs to be created.

[ALTAR_OF_KNOWLEDGE]
Type = Building
Race = Machine
TechUser = ZALI_BUILDING_TECH_USER_COMPONENT
BuildTime = 13000
Researcher = RESEARCHER ( Research = morpher level up, exhaust level up, spine level up, pudge level up, spider level up, silence morpher level up, strife morpher level up, preservation morpher level up, creeper level up )
TechFactory = TECH_FACTORY ( Tech = morpher level up, exhaust level up, spine level up, pudge level up, spider level up, silence morpher level up, strife morpher level up, preservation morpher level up, creeper level up )
ProductionCostForUnit = Resources( Ore(240), Energy(110) )
;UnitResourceCost = Ore(150), Energy(30)		; cost if it is to be built by unit
HitPoints = 2000
ArmorClass = Building
Armor = 5
LOSRange = 10
AttackeeHeight = 4.5
PopLimitScore = 10
ConstructType = ConsumesPeon
Requires = Hub ; + other dependencies
VisualBlockageAltitude = 0.0
Requires = Hub
TileLayout = (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3)
Description = Imbues Zali warriors with the knowledge of their forebearers. Allows units to be levelled up.

[MACHINE_SUPPLY_DEPOT]
Type = Building
Race = Machine
TechUser = ZALI_BUILDING_TECH_USER_COMPONENT
DisplayName = Spirit Catcher
ProductionCostForUnit = Resources( Ore(35), Energy(15) )
;UnitResourceCost = Ore(13)			; cost if it is to be built by unit
AttackeeHeight = 1.8
HitPoints = 325
ArmorClass = building
Armor = 3
LOSRange = 15
BuildTime = 2500
ResourceInitial = Food(10)
AssetNetworkResourceCapacity = Charge(1)
ConstructType = ConsumesPeon
Requires = Hub
VisualBlockageAltitude = 0.0
TileLayout = (-1,1), (0,1), (1,1), (-1,0), (1,0), (-1,-1), (0,-1), (1,-1)
Description = Provides 10 Population.
HotKey = ;

[HYDRA_TURRET]
Type = Building
DisplayName = Hydra
Role = 
Race = Machine
TechUser = HYDRA_TURRET_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Ore(75), Energy(40) )
;UnitResourceCost = Ore(40), Energy(5)			; cost if it is to be built by unit
RemoteViewer = REMOTE_VIEWER
Attacker = TOWER_ATTACKER ( AttackHeight = 1.6 )
AuraProvider = HT_AURA
InitialWeapon = hydra turret gun
AttackeeHeight = 1.7
HitPoints = 275
ArmorClass = medium armor
Armor = 4
LOSRange = 23
BuildTime = 2500
ConstructType = ConsumesPeon
PopLimitScore = 7.3
Requires = Hub, Temple of Strife
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
Description = Defensive structure with significant damage.
HotKey = ;

[KOBALOI_TURRET]
Type = Building
DisplayName = Kobaloi
Role = 
Race = Machine
TechUser = KOBALOI_TURRET_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Ore(90), Energy(35) )
;UnitResourceCost = Ore(30), Energy(10)			; cost if it is to be built by unit
RemoteViewer = REMOTE_VIEWER
Attacker = TOWER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = kobaloi turret gun
AttackeeHeight = 1.7
HitPoints = 250
ArmorClass = Medium armor
Armor = 2
LOSRange = 23
BuildTime = 2500
ConstructType = ConsumesPeon
PopLimitScore = 7.3
Requires = Hub, Temple of Silence
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
Description = Defensive structure with low damage but a very high rate of fire.
HotKey = ;

[CERBERUS_TURRET]
Type = Building
DisplayName = Cerberus
Role = 
Race = Machine
TechUser = CERBERUS_TURRET_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Ore(65), Energy(45) )
;UnitResourceCost = Ore(50), Energy(5)			; cost if it is to be built by unit
RemoteViewer = REMOTE_VIEWER
Attacker = TOWER_ATTACKER ( AttackHeight = 1.7 )
InitialWeapon = cerberus turret gun
AttackeeHeight = 1.8
HitPoints = 325
ArmorClass = Heavy armor
Armor = 1
LOSRange = 23
BuildTime = 2500
ConstructType = ConsumesPeon
PopLimitScore = 7.3
Requires = Hub, Temple of Preservation
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
Description = Defensive structure with high damage but a low rate of fire.
HotKey = ;

[PHOENIX_TURRET]
Type = Building
DisplayName = Phoenix
Role = 
Race = Machine
TechUser = PHOENIX_TURRET_TECH_USER_COMPONENT
ProductionCostForUnit = Resources( Ore(115), Energy(50) )
;UnitResourceCost = Ore(60), Energy(10)			; cost if it is to be built by unit
RemoteViewer = REMOTE_VIEWER
ResourceFactory = RESOURCE_FACTORY ( ResourceTypes = Salvage( Periods( AddIntoAssetNetwork = no, ResourceRate = -1, BatchAmount = 0 )) )
Attacker = TOWER_ATTACKER ( AttackHeight = 1.77 )
InitialWeapon = phoenix turret gun
AttackeeHeight = 1.9
HitPoints = 300
ArmorClass = Heavy armor
Armor = 2
LOSRange = 24
BuildTime = 3500
ConstructType = ConsumesPeon
PopLimitScore = 9.6
Requires = Hub, Greater Temple of Preservation | Greater Temple of Silence | Greater Temple of Strife   ; and other dependencies
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
Description = Defensive structure. Powerful and a paragon of Zali perfectionism.
HotKey = ;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Temple Ruins - Zali
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RUIN_SILENCE]
Type = Ruin
MachineBuildingType = Temple Of Silence
DisplayName = Shrine Of Silence Ruin
RuinCooldown = 0
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = Devoted to the Path of Wujyn. Allows Listeners and Kobaloi's to be created.

[RUIN_SILENCE_2]
Type = Ruin
MachineBuildingType = Greater Temple Of Silence
DisplayName = Temple Of Silence Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = A further manifestation of a devotion to the Path of Wujyn. Allows Sirens to be created.

[RUIN_SILENCE_3]
Type = Ruin
MachineBuildingType = Grand Temple Of Silence
DisplayName = Monument of Silence Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1)
Description = The final manifestation of a devotion to the Path of Wujyn. Allows the Zalir to be created.

[RUIN_STRIFE]
Type = Ruin
MachineBuildingType = Temple Of Strife
DisplayName = Shrine of Strife Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = Devoted to the Path of Hyrn Ez. Allows Strikers and Hydra's to be created.

[RUIN_STRIFE_2]
Type = Ruin
MachineBuildingType = Greater Temple Of Strife
DisplayName = Temple of Strife Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = The second manifestation of a devotion to the Path of Hyrn Ez. Allows Sirens to be created.

[RUIN_STRIFE_3]
Type = Ruin
MachineBuildingType = Grand Temple Of Strife
DisplayName = Monument of Strife Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
Description = The final manifestation of a devotion to the Path of Hyrn Ez. Allows Zalirs to be created.

[RUIN_PRESERVATION]
Type = Ruin
MachineBuildingType = Temple Of Preservation
DisplayName = Shrine of Preservation Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = Devoted to the Path of Thris. Allows Guardians and Cerberus's to be created.

[RUIN_PRESERVATION_2]
Type = Ruin
MachineBuildingType = Greater Temple Of Preservation
DisplayName = Temple of Preservation Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = The second manifestation of a devotion to the Path of Thris. Allows the Siren to be created.

[RUIN_PRESERVATION_3]
Type = Ruin
MachineBuildingType = Grand Temple Of Preservation
DisplayName = Monument of Preservation Ruin
HitPoints = -1
VisualBlockageAltitude = 0.0
TileLayout = (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2)
Description = The final manifestation of a devotion to the Path of Thris. Allows Zalirs to be created.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RESOURCE GENERATORS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BASE_ORE_EXTRACTOR]
Type = Building
ResourceFactory = RESOURCE_FACTORY ( Slots = 1 | AssignSlotTime = 1000 | ResourceTypes = Ore( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 2.0 )) )
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
TechUser = RESOURCE_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
;HasCorpse = true
BuildTime = 9000
;CaptureTime = 1000
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
WorkerPreparationTime = 0
RotationalDirection = Eight
Upgrades = Base ore extractor lvl2
;HotKey = 
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
DisplayName = Primary Ore Extractor
Role = Ore Producer
Description = Produces Ore.

[BASE_ORE_EXTRACTOR_LVL2]
Type = Building
ResourceFactory = RESOURCE_FACTORY ( Slots = 1 | AssignSlotTime = 1500 | ResourceTypes = Ore( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 3.0 )) )
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
TechUser = RESOURCE_TECH_USER_COMPONENT
;HasCorpse = true
TypeToBeAfterDestroy = Base Ore Extractor
BuildTime = 4500
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
ProductionCostForBuilding = Resources( Ore(30), Energy(5) )
;BuildingResourceCost = Ore(30), Energy(5)	; cost if it is to be built by building
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
WorkerPreparationTime = 0
RotationalDirection = Eight
;HotKey = 
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
Requires = Headquarters Lvl2 | Temple of Silence | Temple of Preservation | Temple of Strife | Altar of Knowledge
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
DisplayName = Primary Ore Extractor - Lvl 2
Role = Ore Producer
Description = Produces Ore.

[CAPTURE_ORE_EXTRACTOR]
Type = Building
ResourceFactory = RESOURCE_FACTORY ( Slots = 2 | AssignSlotTime = 1000 | ResourceTypes = Ore( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 0.8, DepletionAfter = 1000 | ResourceRate = 100, BatchAmount = 0.64)) )
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
TechUser = RESOURCE_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
;HasCorpse = true
BuildTime = 9000
CaptureTime = 1000
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
NeutralAfterPlayerElimination = yes
WorkerPreparationTime = 0
RotationalDirection = Eight
;HotKey = 
CanBeDisassembled = no
VisualBlockageAltitude = 0.0
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
DisplayName = Ore Extraction Node
Role = Ore Producer
Description = Produces Ore. 

[BASE_ENERGY_GENERATOR]
Type = Building
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
ResourceFactory = RESOURCE_FACTORY ( Slots = 1 | AssignSlotTime = 1000 | ResourceTypes = Energy( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 0.67 )))
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
TechUser = RESOURCE_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
;HasCorpse = true
BuildTime = 9000
;CaptureTime = 1000
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
WorkerPreparationTime = 0
RotationalDirection = Eight
Upgrades = base energy generator lvl2
;HotKey = 
CanBeDisassembled = no
TileLayout = (-3, -2), (-3, -1), (-2, -2), (-2, -1), (-2, 0), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (3, -2), (3, -1)
DisplayName = Primary Energy Generator
Role = Energy Producer
Description = Produces Energy.
VisualBlockageAltitude = 0.0

[BASE_ENERGY_GENERATOR_LVL2]
Type = Building
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
ResourceFactory = RESOURCE_FACTORY ( Slots = 1 | AssignSlotTime = 1500 | ResourceTypes = Energy( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 1.4 )) )
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
TechUser = RESOURCE_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
;HasCorpse = true
TypeToBeAfterDestroy = Base Energy Generator
BuildTime = 4500
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
ProductionCostForBuilding = Resources( Ore(30), Energy(5) )
;BuildingResourceCost = Ore(30), Energy(5)	; cost if it is to be built by building
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
WorkerPreparationTime = 0
RotationalDirection = Eight
Requires = Headquarters Lvl2 | Temple of Silence | Temple of Preservation | Temple of Strife | Altar of Knowledge
;HotKey = 
CanBeDisassembled = no
TileLayout = (-3, -2), (-3, -1), (-2, -2), (-2, -1), (-2, 0), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (3, -2), (3, -1)
DisplayName = Primary Power Generator - Lvl 2
Role = Energy Producer
Description = Produces Energy.
VisualBlockageAltitude = 0.0

[CAPTURE_ENERGY_GENERATOR]
Type = Building
ResourceSender = RESOURCE_SHARE_SENDER_FILL_TO_MAX
ResourceFactory = RESOURCE_FACTORY ( Slots = 2 | AssignSlotTime = 1000 | ResourceTypes = Energy( TeammatesShareRatio = 1.0, Periods( ResourceRate = 100, BatchAmount = 0.4, DepletionAfter = 500 | ResourceRate = 100, BatchAmount = 0.36)))
Dock = DOCK ( ConcurrentUnloaders = 9 | CanLoad = yes | ResourceTypes = Energy )
TechUser = RESOURCE_TECH_USER_COMPONENT
;ProductionRatio = 0.0, 1.0
ResourceCapacityIsPooled = true
;HasCorpse = true
BuildTime = 9000
CaptureTime = 1000
HitPoints = -1
ArmorClass = Building
Armor = 3
LOSRange = 15
AttackeeHeight = 4.0
PiercingResistance = 0.0 ; number of innate bullet resistance upgrades
FlameResistance = 0.0 ; number of innate bullet resistance upgrades
DropAmmo = 0.7
SiteSlotsConsumed = 0
NeutralAfterPlayerElimination = yes
WorkerPreparationTime = 0
RotationalDirection = Eight
;HotKey = 
CanBeDisassembled = no
TileLayout = (-3, -2), (-3, -1), (-2, -2), (-2, -1), (-2, 0), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (3, -2), (3, -1)
DisplayName = BackUp Energy Generator
Role = Energy Producer
Description = Produces Energy.
VisualBlockageAltitude = 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Misc buildings
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RUINS]
Type = Building
DisplayName = Ruin
UnitStation = UNIT_STATION ( CargoSize = 100.0 | CargoHeightPos = 1.0 )	;| CaptureTime = 2500 )
HitPoints = 600
AttackeeHeight = 1.0
BuildTime = 1
RotationalDirection = Eight
;SiteSlotsConsumed = 0
AttackDesirability = 0.0
Description = Provides units with cover.
VisualBlockageAltitude = 0.0

[RUINS_1]
Type = Building(RUINS)

[RUINS_2]
Type = Building(RUINS)

[RUINS_3]
Type = Building(RUINS)

[RUINS_4]
Type = Building(RUINS)

[RUINS_5]
Type = Building(RUINS)

[RUINS_6]
Type = Building(RUINS)

[RUINS_7]
Type = Building(RUINS)

[RUINS_8]
Type = Building(RUINS)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Short walls
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHORT_WALL]
Type = Short Wall
DisplayName = Short Wall
HitPoints = 300
BuildTime = 1000
RotationalDirection = Any
Description = Provides units with cover.

[SHORT_WALL_STATIC]
Type = Short Wall
DisplayName = Short Wall Static
HitPoints = -1
Health = -1
ArmorCover = 0 ;2
BuildTime = 1000
RotationalDirection = Any
Description = Provides units with cover.

[SHORT_WALL_DESTRUCTIBLE_1] ; currently 4 different destructible short walls allowed
Type = Short Wall Destructible
DisplayName = Short Wall Destructible
HitPoints = 150
Health = 60, 0
ArmorCover = 0, 0 ;3, 2
BuildTime = 1000
RotationalDirection = Any
Description = Provides units with cover.

[SHORT_WALL_BARREL]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_METAL]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_METAL_1]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_TYRE_STACK]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_TYRE_STACK_1]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_BULK_HEAD]
Type = Short Wall(SHORT_WALL)

[SHORT_WALL_BULK_HEAD_1]
Type = Short Wall(SHORT_WALL)

; Other map gen objects
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[DECALS_PLAYER_BASE]
Type = MapObj
HitPoints = -1
Selectable = off
Collidable = off

[DECALS_PLAYER_BASE_1]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_2]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_3]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_4]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_5]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_6]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_7]
Type = MapObj(DECALS_PLAYER_BASE)

[DECALS_PLAYER_BASE_8]
Type = MapObj(DECALS_PLAYER_BASE)

;[PLAYER_BASE_GATE]
;Type = Structure
;HitPoints = 300
;BuildTime = 1
;Collidable = off
;Selectable = off
;VisualBlockageAltitude = 0.0
;AttackDesirability = 0.0

[TREE]
Type = Structure
PopLimitScore = 0.01
HitPoints = 200
AttackeeHeight = 1.0
BuildTime = 1
Selectable = off
VisualBlockageAltitude = 0.0
AttackDesirability = 0.0

[TREE_CACTI_S_1]
Type = Structure(TREE)

[TREE_CACTI_S_2]
Type = Structure(TREE)

[TREE_CACTI_S_3]
Type = Structure(TREE)

[TREE_CACTI_S_4]
Type = Structure(TREE)

[TREE_CACTI_4]
Type = Structure(TREE)

[TREE_CACTI_5]
Type = Structure(TREE)

[TREE_CACTI_6]
Type = Structure(TREE)

[GRASS]
Type = MapObj
HitPoints = -1
Selectable = off
Collidable = off

[BUSH]
Type = MapObj
HitPoints = -1
Selectable = off
Collidable = off

[BUSH_CACTI_1]
Type = MapObj(BUSH)

[BUSH_CACTI_2]
Type = MapObj(BUSH)

[PATCH_PLAIN]
Type = MapObj(GRASS)

[PATCH_GRASS]
Type = MapObj(GRASS)

[SMALL_PATCH_GRASS]
Type = MapObj(GRASS)

[SMALL_PATCH_GRASS_1]
Type = MapObj(GRASS)

[PATCH_PLAIN_BUSH]
Type = MapObj(BUSH)

[PATCH_PLAIN_BUSH_LOW]
Type = MapObj(BUSH)

[BOULDER]
Type = MapObj
HitPoints = -1
Selectable = off
Collidable = on

[BOULDER_1]
Type = MapObj(BOULDER)

[BOULDER_2]
Type = MapObj(BOULDER)

[BOULDER_4]
Type = MapObj(BOULDER)

[BOULDER_5]
Type = MapObj(BOULDER)

[BOULDER_6]
Type = MapObj(BOULDER)

[BOULDER_7]
Type = MapObj(BOULDER)

[RUBBLE]
Type = MapObj
HitPoints = -1
Selectable = off
Collidable = off

[RUBBLE_1]
Type = MapObj(RUBBLE)

[RUBBLE_2]
Type = MapObj(RUBBLE)

[RUBBLE_3]
Type = MapObj(RUBBLE)

[RUBBLE_4]
Type = MapObj(RUBBLE)

[RUBBLE_5]
Type = MapObj(RUBBLE)

[RUBBLE_6]
Type = MapObj(RUBBLE)

[BILLBOARD]
Type = Structure
DisplayName = Billboard
PopLimitScore = 0.01
HitPoints = 300
AttackeeHeight = 2.0
BuildTime = 1
Selectable = off
AttackDesirability = 0.0

[BILLBOARD_SMALL_1]
Type = Structure(BILLBOARD)

[BILLBOARD_SMALL_2]
Type = Structure(BILLBOARD)

[BILLBOARD_SMALL_3]
Type = Structure(BILLBOARD)

[BILLBOARD_BIG_1]
Type = Structure(BILLBOARD)

[BILLBOARD_BIG_2]
Type = Structure(BILLBOARD)

[BILLBOARD_BIG_3]
Type = Structure(BILLBOARD)

[CAMP_FIRE]
Type = Structure
PopLimitScore = 0.01
HitPoints = 300
AttackeeHeight = 2.0
BuildTime = 1
Selectable = off
AttackDesirability = 0.0

[RENDEZVOUS_POINT]
Type = Building
PopLimitScore = 0.01
HitPoints = 300
AttackeeHeight = 2.0
BuildTime = 1
Selectable = off
AttackDesirability = 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MISC PROPERTIES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RESOURCE_GATHERING]
Type = ResourceGathering
;InitialResources = Food(8), Salvage(100), Energy(70)					; amount of resources, players have at start
CargoSpaceUsedPerResource = Salvage(1), Food(2), Energy(1) ;, Metallium(1)	; controls how much resources can be carried at once
SalvageHarvestDelay = 15				; salvage harvest rate - higher is slower
SalvageUnloadDelay = 5					; higher is slower
SalvagePileAmount = 20					; how much salvage the default piles have
HumanOreProductionFactor = 1.0
HumanEnergyProductionFactor = 1.0
EasyAiOreProductionFactor = 0.8
EasyAiEnergyProductionFactor = 0.8
NormalAiOreProductionFactor = 1.0
NormalAiEnergyProductionFactor = 1.0
HardAiOreProductionFactor = 2.0
HardAiEnergyProductionFactor = 2.0

[MISC]
Type = Misc
ImpactArmorFactor	 = 1.00, 0.85, 0.65, 0.400
PiercingArmorFactor	 = 1.00, 0.85, 0.65, 0.400
CorrosiveArmorFactor = 1.00, 0.85, 0.65, 0.400
ExplosiveArmorFactor = 1.00, 0.85, 0.65, 0.400
PlasmaArmorFactor	 = 1.00, 0.85, 0.65, 0.400
InitialHumanMapObjs = Headquarters Lvl1(Count = 1 | Distance = 0), Engineer(Count = 1 | Distance = 5), Security Marine(Count = 1 | Distance = 5);, Barracks(Count = 1 | Distance = 6);, Ore Extractor(Count = 1 | Distance = 20), Energy Generator(Count = 1 | Distance = 20); Building_Name (Count = X | Distance = Y | Unit_Name = Z) - the distance is from initial position
;InitialHumanUnits = Engineer(Count = 3)		; how many units player has at start of game
InitialMachineMapObjs = Hub(Count = 1 | Distance = 0), Morpher(Count = 1 | Distance = 5), Spine(Count = 1 | Distance = 5);, Ore Extractor(Count = 1 | Distance = 20), Energy Generator(Count = 1 | Distance = 20) ; Building_Name (Count = X | Distance = Y | Unit_Name = Z) - the distance is from initial position
;InitialMachineUnits = Morpher(Count = 2)		; how many units player has at start of game
HumanAssetNetworkCapacity = Ore(9999), Energy(9999), Food(1000)
MachineAssetNetworkCapacity = Ore(9999), Energy(9999), Food(1000), Charge(0)
HumanGlobalResearchQueueLimit = 3
HumanGlobalResearchTierAttackees = Engineer, Security Marine, madrat, operative, medic, titan marine, stap, crab walker, mech walker, automated gunship, carrier, missile gunship, ground turret, air turret, radar turret
MachineGlobalResearchQueueLimit = 3
MachineGlobalResearchBuildings = Temple of Silence, Temple of Preservation, Temple of Strife ; These will consume path points
MachinePathPoints = 3
OrbSpeed = 6
MaxBuildQueueSize = 5
BuildingAllowingResearch = Headquarters Lvl1, Headquarters Lvl2, Headquarters Lvl3, Temple of Silence, Greater Temple of Silence, Grand Temple of Silence, Temple of Strife, Greater Temple of Strife, Grand Temple of Strife, Temple of Preservation, Greater Temple of Preservation, Grand Temple of Preservation
GameAges = 0, 0							; for testing, making ages already completed --- 8, 16			; when does the each game age start?
BaseRedesignPeriod = 0 ; 3099			; the time until when players are allowed to move base buildings around.
RangeToAttackAir = 6.0					; range needed to attack air units if HitAir = NeedRange
FireBurnDamage = 8.0					; damage per second
FriendlyFirePenalty = 1.5				; factor describign how much friendly-fire negatively affects score
;FootRoadFactor = 0.70					; time factor for units with feet traveling on roads - lower is faster
StackedResearchTimeFactor = 0.25		; how much faster or slower does it take for level 2+ of research techs?
SiteDropRate = 0.0						; what is the chance of a research site being generated if trash is producing during the game
SiteHitPointsDrop = 1.0					; for sites that are destructable, used sites have less hp than unused ones.
										; The higher this value, the lower the hp of used sites.
DisassembleRate_Friendly = 75			; hp per sec removed for disassembling a friendly structure
DisassembleRate_Enemy = 2.5				; disassemble rate for enemy structures
DisassembleRate_Walls = 2.5
PeonIdleTime = 30						; in sec
RebuiltStructureHitPointRatio = 0.5		; hit points ratio when building is being reconstructed
;FlameResistanceForMetalUnits = 0.0		; number of innate flame resistance upgrades for units encased in metallium (cars, tanks, extenders, etc.).
GlobalHitPointModifier_Units = 1.0		; globally modify the hitpoints of all units
GlobalHitPointModifier_Structures = 1.0 ; globally modify the hitpoints of all structures
; this is not there yet: GlobalHitPointModifier_Weapons = 
AddonRange = 32							; area around strategic sites where addon buildings can be placed
PickUpDuration = 50
ResourceDeliverTime = 50
MapPlayAreaOffset = 18						; The play area is extended by this amount on all four sides.
UncaptureRateFactor = 0.8	; not used in current design
RateModifier = 1.0, 0.75, 0.6, 0.5, 0.5			; RateModifier for controlling the capture & construction time of the structure
BuildingPassiveHealAmount = 4, 3.6, 3.2, 3.2; Heal amount unit performs on buildings they are in
BuildingPassiveHealRate = 100
VehiclePassiveHealAmount = 3, 2.6, 2.2, 2.2; Heal amount unit performs on buildings they are in
VehiclePassiveHealRate = 100
MaxCapacity_AmmoDrop = 20
MaxCapacity_SalvageDrop = 60
MaxCapacity_GasDrop = 20
;MaxCapacity_MetalDrop = 1
EliminationTimer = 30, 240, 480
HumanEliminationBuildings = Headquarters Lvl1, Headquarters Lvl2, Headquarters Lvl3
MachineEliminationBuildings = Hub
PopulationCap = 100
;EliminationUnits = Super Tank, Super Launcher
;
; For Damage and Area upgrades this is the formula:
; fRaw * (1.0f + (Factor * Upgrades)) ^ Exponent
;
[UPGRADE_IMPROVEMENT]
Type = UpgradeImprovement
DamageFactor = 1.0
DamageExponent = 0.433
AreaFactor = 1.2
AreaExponent = 0.55

[RANGE_CLASSES]
Type = RangeClasses
Melee = 1.95							; use 1.95 for level 1 melee
Short = 14
Medium = 22
Long = 32
VeryLong = 44
ExtraLevel = 0							; how range is improved at the high levels, for levels beyond the levels specified. 
										; 0.5 means two upgrades needed per range improvement.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESEARCH TECH DEFS
;
; Research Tech Reference
;
;ResearchTime - how long it takes to research; 100 = one sec
;TrashCost - amount of Trash required
;GasCost - amount of Gas required
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[RESEARCH_TECH]
;Type = ResearchTech
;ResearchTime = 1000
;ResourceCost = Salvage(12)

[TECH]
Type = Tech
TechDropDefault = off					; either on or off.  this default value can be overridden using TechDrop
TechDropExpireTime = 2.0				; in minutes
;TechUsageScaled = Off					; default setting of whether tech usage is scaled by how good the unit is
;TechsReserve = 3						; how many techs to reserve for player's own units, anything over this may be shared with teammates
;TechsInitial = 5						; default number of techs a research building initially has, when first built - can be overriden
TechProductionTime = 3500				; default production time for techs - can be overriden
;TechProductionModifier_IfOld = 1.5		; after a certain amount of tech is produced, production rates change.
										; The rate change occurs after the amount reaches TechsInitial.
TechProduction_GlobalModifier = 1.0		; change the TechProductionTime of everything in the game using this factor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; GAME TECHS
;
; ResearchTime				; How much time will be taken by Researcher to research tech
; TechProductionTime		; How much time will be taken by TechFactory to produce a tech
; ResourceCost				; How many resources are required to research tech
; ResourceTypeConsumed		; Which resource type is needed to use (in case of grenades)
; ResourceConsumedPerShot	; How many resources are required to use (in case of grenades)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[DETECTION]
;Type = GameTech
;ResearchTime = 3000
;ResourceCost = Salvage(20)
;DetectionRange = 20
;TechsInitial = 8
;TechProductionTime = 6500

;[STEEP_ROADS]
;Type = GameTech
;ResearchTime = 1500
;ResourceCost = Salvage(18) ; , Gas(15)
;TimePerSegment = 400					; Time it takes to make a steep road piece.  100 = one sec, total time is divided by number of upgrades
;TechsInitial = 8
;TechProductionTime = 6500

;[BODY_ARMOR]
;Type = GameTech
; ;ResearchTime = 2500		; currently researching is not required for this tech
;TechsInitial = 0
;TechProductionTime = 5000
;HitPoints = 200
;PiercingResistance = 1.5
;ExplosiveResistance = 1.5
;FlameResistance = 1.0

;[CANNON_TOWER_PLAN]
;Type = GameTech
;ResearchTime = 7500
;ResourceCost = Salvage(20)
;IsDroppable = false
;TechsInitial = 1
;TechsReserve = 2
;TechProductionTime = 0

;[FIRST-AID_KIT]
;Type = GameTech
; ;ResearchTime = 2500		; currently researching is not required for this tech
; ;done elsewhere ResourceCost =  
;HealAmount = 100
;HealTime = 500
;FirstAidDropAmount = 2
; ;TimePerSegment = 400					; Time it takes to make a steep road piece.  100 = one sec, total time is divided by number of upgrades
;TechsInitial = 0
;TechProductionTime = 5000

;[SPARE_PARTS]
;Type = GameTech
; ;ResearchTime = 2500		; currently researching is not required for this tech
; ; done elsewhere ResourceCost = 
;RepairAmount = 200
;RepairTime = 700
;SparePartsDropAmount = 1
; ;TimePerSegment = 400					; Time it takes to make a steep road piece.  100 = one sec, total time is divided by number of upgrades
;TechsInitial = 0
;TechProductionTime = 7500

;[ENHANCED_SPEED]
;Type = GameTech
;ResearchTime = 1500
;SpeedNotActive = 0.3334					; When speed is not active, units are still faster.  This tells how fast in relation to Nitro upgrades.
;SpeedActive = 1.0						; When speed is active, this tells how fast in relation to Nitro upgrades.
;Duration = 1000							; 100 = one sec, when speed is active, this is how long it stays in the active state.
;Cooldown = 3000							; 100 = one sec
;TechUsageScaled = On
;TechsInitial = 8
;Description = Allows units to move faster, especially in short stints.

;[ROACH_SHELL]
;Type = GameTech
; ;GameTech = RESEARCH_TECH
;ResearchTime = 1500
;ResourceCost = Salvage(25)
;FlameResistance = 2.0

;[IMPLOSION]
;Type = GameTech
;ResearchTime = 7500
;ResourceCost = Salvage(20)
;Factor = 0.33							; new_area = area * factor, but area is never reduced below 1/8 tile
;TechsInitial = 1
;TechsReserve = 2
;TechProductionTime = 0

;[PASSIVE_HEAL]
;Type = GameTech
;ResearchTime = 1500
;; not used: PassiveHealTime = 4.0, 3.25, 2.5, 2.0, 1.75, 1.65, ; full-heal time in minutes
;PassiveHealInitial = 6.0				; passive full-heal time = PassiveHealInitial / ( 1 + (upgrades / PassiveHealDecay))
;PassiveHealDecay = 3.0
;ResumeAfterBattleTime = 1500			; while battling, repair is suspended.  X seconds after battle, it passive heal resumes.  100 = one sec.
;TechUsageScaled = On
;TechsInitial = 10

;[FLAME_WALL]
;Type = GameTech
;ResearchTime = 7500
;ResourceCost = Salvage(20)
;TechsInitial = 1
;TechsReserve = 2
;TechProductionTime = 0

;[LEVEL_UP_1]
;Type = LevelUpTech ;
;ResearchTime = 2000
;UnitType = morpher
;NewLevel = 1
;Description = machine level up tech
;
;[LEVEL_UP_2]
;Type = LevelUpTech ;
;ResearchTime = 2000
;UnitType = engineer
;NewLevel = 1
;Description = machine level up tech
;
;[ARMOR_1]
;Type = AttackeeTech
;ResearchTime = 100		; currently researching is not required for this tech
;ResourceCost = Salvage(10)
;HitPoints = 0.0
;PiercingResistance = 1.5
;ExplosiveResistance = 1.5
;FlameResistance = 1.0
;HealAmount = -5.0
;ExpireTime = 1000
;;HealRate = 1 ; // either infinite for burst heal/damage or finite for passive heal/damage per second
;BlockCriticalHit = yes
;Description = armor tech
;
;[ARMOR_2]
;Type = AttackeeTech
;ResearchTime = 500		; currently researching is not required for this tech
;ResourceCost = Salvage(10)
;HitPoints = 200
;PiercingResistance = 1.0
;ExplosiveResistance = 1.0
;FlameResistance = 1.0
;Passive = no
;Duration = 1500
;;Cooldown = 6000
;Description = armor tech
;
;[INFANTRY_WEAPONS_LVL1]
;Type = WeaponTech
;ResearchTime = 500
;ResourceCost = Salvage(10)
;Damage = 1, 2, 3
;AttackRange = 1
;AppliedOnGroundDuration = 1500
;;DamageModifier = 0.5
;;AttackRange = 5
;;RunAndGun = on
;CriticalHitChance = 2.0
;CriticalHitModifier = 0.1
;;RateOfFireAtStart = -10
;;RateOfFire = -30
;WeaponClass = Piercing
;Description = infantry weapon tech
;
;[MOVER_TECH_1]
;Type = MoverTech
;ResearchTime = 2500
;AdditionalSpeed = 2.5
;;Duration = 1000
;;Cooldown = 6000
;Description = mover tech
;
;[ATTACKER_TECH_1]
;Type = AttackerTech
;ResearchTime = 100
;ResourceCost = Salvage(10)
;SpecialWeapon = Power Rifle

;[ATTACKER_TECH_2]
;Type = AttackerTech
;ResearchTime = 100
;ResourceCost = Salvage(10)
;SpecialWeapon = Beam Sniper

;[AURA_TECH_1]
;Type = AuraTech
;TechsProvided = infantry weapons lvl1
;AuraRange = 10
;
;[HEALER_TECH_1]
;Type = HealerTech
;ResearchTime = 2500
;RepairVehicles = false
;HealOrganic = true
;HealAmount = 12.0
;HealAmountModifier = 0.0
;HealRateModifier = 0.0
;Passive = no
;duration = 1000
;cooldown = 3000
;Description = healer tech
;
;[HEALER_TECH_2]
;Type = HealerTech
;ResearchTime = 2500
;RepairVehicles = true
;HealOrganic = false
;HealAmount = 10.0
;HealAmountModifier = 0.0
;HealRateModifier = 0.0
;Description = healer tech
;
;[SPRINT]
;Type = MoverTech
;ResearchTime = 2500
;AdditionalSpeed = 10.0
;Passive = no
;Duration = 1000
;Cooldown = 6000
;Description = sprint tech
;
;[SHORT_JUMP]
;Type = JumpTech
;ResearchTime = 2500
;Duration = 1000
;Cooldown = 5000
;Passive = no
;JumpRange = 20.0
;JumpSpeed = 20.0
;MaxHeight = 8.0
;
;[LONG_JUMP]
;Type = JumpTech
;ResearchTime = 2500
;Duration = 1000
;Cooldown = 5000
;Passive = no
;JumpRange = 20.0
;JumpSpeed = 120.0
;MaxHeight = 8.0
;
;[CLOAK_1]
;Type = CloakTech
;ResearchTime = 2500
;Passive = no
;Duration = 3000
;Cooldown = 6000
;ReactivationTime = 300			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
;CloakedWhenAttacking = no
;Description = cloak tech
;
;[CLOAK_2]
;Type = CloakTech
;ResearchTime = 2500
;ReactivationTime = 500			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
;CloakedWhenAttacking = no
;Description = cloak tech
;
;[CLOAK_3]
;Type = CloakTech
;ResearchTime = 2500
;ExpireTime = 1000
;ReactivationTime = 100			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
;CloakedWhenAttacking = no
;Description = cloak tech
;
;[CLOAK_DETECTION_1]
;Type = CloakDetectionTech
;ResearchTime = 2500
;Passive = no
;Duration = 1000
;Cooldown = 6000
;CloakRange = 15
;Description = cloak detection tech
;
;[CLOAK_DETECTION_2]
;Type = CloakDetectionTech
;ResearchTime = 2500
;CloakRange = 15
;Description = cloak detection tech
;
;[RADAR_1]
;Type = RadarTech
;ResearchTime = 2500
;Passive = no
;Duration = 1000
;Cooldown = 6000
;DetectionRange = 25
;Description = radar tech
;
;[RADAR_2]
;Type = RadarTech
;ResearchTime = 2500
;DetectionRange = 30
;Description = radar tech
;
;[REMOTE_VIEW_1]
;Type = RemoteViewTech
;ResearchTime = 2500
;Passive = no
;Duration = 300
;Cooldown = 3000
;RemoteViewRange = 50
;RemoteViewArea = 10
;ResourceBeConsumed = Energy(5)
;Description = remote view tech
;
;[LEVITATION_1]
;Type = LevitationTech
;ResearchTime = 2500
;Passive = no
;Duration = 1000
;Cooldown = 5000
;;ResourceCost = Salvage(12)
;TechUsageScaled = On
;;TechsInitial = 10
;TechProductionTime = 1500
;Description = levitation tech
;
;[LEVITATION_2]
;Type = LevitationTech
;ResearchTime = 2500
;Passive = no
;Duration = 2000
;Cooldown = 4000
;;ResourceCost = Salvage(12)
;TechUsageScaled = On
;;TechsInitial = 10
;TechProductionTime = 1500
;Description = levitation tech
;
;[EMP_GRENADE]
;Type = GrenadeTech
;ResearchTime = 4500
;ResourceCost = Salvage(20)
;Range = 12.0
;Area = 7.0
;WeaponClass = Impact
;Passive = no
;Duration = 1600
;ShotSpeed = 6.0
;;TechsInitial = 1
;TechProductionTime = 6500
;Description = A grenade that temporarily disables the power of nearby structures.
;
;[PEON_TECH_1] 
;Type = GameTech
;TiType = PeonTech
;Build1Types = Headquarters Lvl1
;Description = Peon tech
;
;[UNIT_FACTORY_TECH]
;Type = GameTech
;TiType = UnitFactoryTech
;UnitTypesAdded = Security Marine
;Description = Unit Factory Tech
;
;[UNIT_HOLDER_TECH_1]
;Type = UnitHolderTech
;ResearchTime = 2500
;IncreaseCargoSize = 50.0
;;UnitTypesAdded = barracuda car
;;ResourceCost = Salvage(12)
;Description = Unit holder tech
;
;[EXPLODE_1]
;Type = ExplodeTech
;ResearchTime = 2500
;Passive = no
;;Duration = 1
;;Cooldown = 4000
;Damage = 30.0
;Area = 10.0
;InitialWaitTime = 1000
;ExplodeOnDeath = false
;ExplodeOrder = true
;DamageToWallFactor = 2
;Weaponclass = Explosive
;Description = explosion tech
;
;[EXPLODE_2]
;Type = ExplodeTech
;ResearchTime = 2500
;Passive = no
;;Duration = 1
;;Cooldown = 4000
;Damage = 30.0
;Area = 10.0
;InitialWaitTime = 1000
;ExplodeOnDeath = true
;ExplodeOrder = false
;DamageToWallFactor = 1
;Weaponclass = Explosive
;Description = explosion tech
;
;[EXPLODE_3]
;Type = ExplodeTech
;ResearchTime = 2500
;Passive = no
;;Duration = 1
;;Cooldown = 4000
;Damage = 30.0
;Area = 10.0
;InitialWaitTime = 1000
;ExplodeOnDeath = true
;ExplodeOrder = true
;DamageToWallFactor = 1
;Weaponclass = Explosive
;Description = explosion tech
;
;[RESOURCE_1]
;Type = ResourceTech ; used for passive resource regeneration
;ResearchTime = 2500
;ResourceCapacityBonus = Salvage(3) , Energy(3)
;ResourceRegenAmount = 0.5
;ResourceRegenRate = 400
;Description = resource tech
;
;[SHIELD_1] ; active tech
;Type = ShieldTech ;
;ResearchTime = 2000
;Passive = no
;Duration = 1000
;Cooldown = 2000
;ShieldHealthPoints = 100
;ShieldRegenAmount = 5
;ShieldRegentime = 100
;Description = shield tech
;
;[SHIELD_2] ; passive tech
;Type = ShieldTech ;
;ResearchTime = 2000
;ShieldHealthPoints = 100
;ShieldRegenAmount = 5
;ShieldRegentime = 100
;Description = shield tech
;
;[SUMMON] ; passive tech
;Type = SummonTech ;
;ResearchTime = 2000
;Minions = Titan Marine
;Description = summon minion tech
;
;[APPLY_TECH_1]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 10 ; this is used for burst heal
;Range = 0; this is the distance from which a friendly unit can be healed
;AffectFriendly = true
;;UnitsSupported = engineer, morpher, titan marine, stap
;GameTech = Armor 1
;Description = Apply tech
;
;[APPLY_TECH_2]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = true
;;UnitsSupported = engineer, morpher, titan marine, stap
;GameTech = short jump
;Description = Apply tech
;
;[APPLY_TECH_3]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = false
;AffectEnemies = true
;TechToBeApplied = Disable Component 3
;Description = Apply tech
;
;[APPLY_TECH_4]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = false
;AffectEnemies = true
;TechToBeApplied = Disable Component 4
;Description = Apply tech
;
;[APPLY_TECH_5]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = false
;AffectEnemies = true
;TechToBeApplied = Disable Component 5
;Description = Apply tech
;
;[APPLY_TECH_6]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = false
;AffectEnemies = true
;TechToBeApplied = Disable Component 6
;Description = Apply tech
;
;[APPLY_TECH_7]
;Type = ApplyTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;Radius = 0
;Range = 1.5
;AffectFriendly = false
;AffectEnemies = true
;TechToBeApplied = Disable Component 7
;Description = Apply tech
;
;[DISABLE_COMPONENT_3]
;Type = DisableComponentTech
;ResearchTime = 2000
;ExpireTime = 1000
;Components = Orderable
;Description = Disable component
;
;[DISABLE_COMPONENT_4]
;Type = DisableComponentTech
;ResearchTime = 2000
;ExpireTime = 1000
;Components = Attacker
;Description = Disable component
;
;[DISABLE_COMPONENT_5]
;Type = DisableComponentTech
;ResearchTime = 2000
;ExpireTime = 1000
;Components = Attacker, Mover
;Description = Disable component
;
;[DISABLE_COMPONENT_6]
;Type = DisableComponentTech
;ResearchTime = 2000
;ExpireTime = 1000
;Components = Mover
;Description = Disable component
;
;[DISABLE_COMPONENT_7]
;Type = DisableComponentTech
;ResearchTime = 2000
;ExpireTime = 1000
;Components = Healer
;Description = Disable component
;
;[LANDMINE_TECH_1]
;Type = LandMineTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;LandMine = land mine 1
;Description = tech to lay land mine
;
;[LANDMINE_TECH_2]
;Type = LandMineTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;LandMine = land mine 2
;Description = tech to lay land mine
;
;[LANDMINE_TECH_3]
;Type = LandMineTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;LandMine = land mine 3
;Description = tech to lay land mine
;
;[LANDMINE_TECH_4]
;Type = LandMineTech
;ResearchTime = 2000
;Cooldown = 2000
;Passive = no
;LandMine = land mine 4
;Description = tech to lay land mine

;[HE_GRENADE]
;Type = Grenade
;ResearchTime = 4500
;ResourceCost = Energy(10)
;Passive = no
;;TechsInitial = 1
;;TechProductionTime = 6500
;IsDroppable = false
;Range = 16.0
;RangeVsBuildings = 3.0
;AreaVsBuildings = 1.0 ; everyone inside will get hurt
;Area = 7.0
;WeaponClass = Explosive
;Damage = 100
;WeaponClass = Impact
;FriendlyFire = true
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 3.0  ; max 2 grenades per soldier (without sharing)
;AutoMinimizeArea = 3
;ShotSpeed = 0.8
;RearmTimeout = 250
;Timer = 0		; 300
;Timer_TossInWindow = 600
;DamageFactorInfantry = 1.0
;DamageFactorVehicle = 0.5
;DamageFactorVehicleOccupant = 0.05
;DamageFactorStructure = 0.3
;DamageFactorStructureOccupant = 0.0
;DamageFactorStructureOccupantHiding = 0.0
;DamageFactorTargetOnWall = 0.4
;DamageFactorTargetBehindShortWall = 0.6
;DamageFactorInfantry_TossInWindow = 1.0
;DamageFactorVehicle_TossInWindow = 0.5
;DamageFactorVehicleOccupant_TossInWindow = 0.05
;DamageFactorStructure_TossInWindow = 0.5
;DamageFactorStructureOccupantFighting_TossInWindow = 0.7
;DamageFactorStructureOccupantHiding_TossInWindow = 0.6
;DamageFactorTargetOnWall_TossInWindow = 0.4
;DamageFactorTargetBehindShortWall_TossInWindow = 0.6
;Description = HE Grenade is an anti-personnel weapon that explodes a short time after release.
;
;[MOLOTOV_COCKTAIL]
;Type = Grenade
;ResearchTime = 4500
;ResourceCost = Energy(10)
;Passive = no
;;TechsInitial = 1
;;TechProductionTime = 6500
;IsDroppable = false
;Range = 16.0
;RangeVsBuildings = 4.0
;Area = 7.0
;WeaponClass = Explosive
;Damage = 100
;WeaponClass = Impact
;FriendlyFire = true
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 3.0  ; max 2 grenades per soldier (without sharing)
;AutoMinimizeArea = 3
;RearmTimeout = 250
;Timer = 0		; 300
;Timer_TossInWindow = 600
;ShotSpeed = 0.8
;DamageFactorInfantry = 1.0
;DamageFactorVehicle = 0.5
;DamageFactorVehicleOccupant = 0.05
;DamageFactorStructure = 0.3
;DamageFactorStructureOccupant = 0.0
;DamageFactorStructureOccupantHiding = 0.0
;DamageFactorTargetOnWall = 0.4
;DamageFactorTargetBehindShortWall = 0.6
;DamageFactorInfantry_TossInWindow = 1.0
;DamageFactorVehicle_TossInWindow = 0.5
;DamageFactorVehicleOccupant_TossInWindow = 0.05
;DamageFactorStructure_TossInWindow = 0.5
;DamageFactorStructureOccupantFighting_TossInWindow = 0.5
;DamageFactorStructureOccupantHiding_TossInWindow = 0.4
;DamageFactorTargetOnWall_TossInWindow = 0.4
;DamageFactorTargetBehindShortWall_TossInWindow = 0.6
;Requires = He Grenade
;Description = Molotov Cocktail is an incendiary device that consists of a glass bottle, a flammable liquid, and a soaked rag.
;
;[SMOKE_GRENADE]
;Type = Grenade
;ResearchTime = 3000
;ResourceCost = Energy(10)
;Passive = no
;;TechsInitial = 1
;;TechProductionTime = 6500
;IsDroppable = false
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 3.0
;Range = 16.0
;Radius = 3.5
;WeaponClass = Impact
;BlockageAltitude = 20
;SpreadTime = 100 ; time between each step
;Duration = 2400
;ShotSpeed = 0.8
;RearmTimeout = 250
;Description = smoke grenade tech
;
;[FLASHBANG]
;Type = Grenade
;ResearchTime = 4500
;ResourceCost = Salvage(20)
;Passive = no
;;TechsInitial = 1
;;TechProductionTime = 6500
;WeaponClass = Impact
;Range = 16.0
;Radius = 4
;Duration = 800
;ShotSpeed = 0.8
;RearmTimeout = 250
;Description = flashbang tech
;
;[STICKY_BOMB]
;Type = Grenade
;ResearchTime = 4500
;ResourceCost = Energy(10)
;Passive = no
;;TechsInitial = 1
;;TechProductionTime = 6500
;IsDroppable = false
;FriendlyFire = true
;WeaponClass = Explosive
;Range = 4
;Area = 3.0
;AutoMinimizeArea = -1
;WeaponClass = Impact
;Damage = 350
;OnGroundDamage = 150
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 4.0
;RearmTimeout = 250
;Timer = 1000							; time from when it lands to when it blows up
;ShotSpeed = 2.0
;AccuracyGround = 0.05, 0.1, 1.0, 0.1, 0.05, 0.05, 0.025, 0.0125, 0
;DamageFactorInfantry = 0.7
;DamageFactorVehicle = 1.0
;DamageFactorVehicleOccupant = 0.05
;DamageFactorStructure = 0.4
;DamageFactorStructureOccupant = 0.15
;DamageFactorStructureOccupantHiding = 0.1
;DamageFactorTargetOnWall = 0.4
;DamageFactorTargetBehindShortWall = 1.0
;Description = sticky bomb tech
;
;[LAND_MINE]
;Type = Attackee
;BuildTime = 50
;HitPoints = 30
;AttackeeHeight = 0.3
;AttackeeHeightFriendly = 0.1
;TriggerRange = 1
;DetectRange = 12
;ScheduleToCheckLandMine = 200
;PiercingResistance = 2.0	; number of bullet resistance upgrades
;FlameResistance = 1.0		; number of flame resistance upgrades
;Description = Land Mines are exploded when triggered by pressure.
;
;[SLOWNESS]
;Type = GameTech
;ResearchTime = 4500
;ResourceCost = Salvage(20)
;Range = 12.0
;Area = 5.0
;Duration = 1000
;ShotSpeed = 0.6
;TechsInitial = 1
;TechProductionTime = 6500

;[MADNESS]
;Type = GameTech
;ResearchTime = 4500
;ResourceCost = Salvage(20)
;Range = 12.0
;Area = 1.5
;ShotSpeed = 0.6
;Duration = 1500							; duration is scaled based on radius of unit...larger units are mad for a shorter time, this duration is for units of radius 40
;TechsInitial = 1
;TechProductionTime = 6500

;[SELECTIVE_FIRE]
;Type = GameTech
;ResearchTime = 1500
;ResourceCost = Salvage(20)
;TechUsageScaled = On

;[CONSUME_UNIT_TECH]
;Type = GameTech
;TiType = ConsumeUnitTech
;ConsumableUnits = Engineer, Security Marine
;DisplayName = Consume Unit Tech
;ResearchTime = 10000
;;ResourceCost = Ore(25), Energy(12)
;;Requires = Headquarters Lvl3
;Description = Adds unit type that can be consumed.

;[REBIRTH_TECH]
;Type = GameTech
;TiType = RebirthTech
;RebirthChance = 33.0
;RebirthHealth = 60.0
;RebirthTime = 300
;DisplayName = Rebirth Tech
;;ResearchTime =
;;Requires =
;Description = This tech adds the possibility of the unit being resurrected on death

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN GAME TECHS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PRE-EXISTING ABILITIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[OPERATIVE_SHRAPNEL]
Type = GameTech
TiType = AttackerTech
DisplayName = Shrapnel Grenade
Passive = yes
SpecialWeapon = operative grenade launcher
Description = Fires a grenade at a target location for <font color="#00ff00">50 splash damage</font>.

[AG_RUNANDGUN]
Type = GameTech
TiType = WeaponTech
DisplayName = Run and gun
RunAndGun = true
Description = Can fire while moving.

[MEDIC_AMMO_DISPENSER]
Type = GameTech
TiType = ResourceTech
;ResourceCapacityBonus = Salvage(3) , Energy(3)
;ResourceRegenAmount = 0.1
Energy = 0.1
BurstMode = false
Description = NanoBots Repurpose nearby junk into Energy.
BuffDescription = Generating and providing Energy.

[CARRIER_AMMO_DISPENSER]
Type = GameTech
TiType = ResourceTech
;ResourceCapacityBonus = Salvage(3) , Energy(3)
;ResourceRegenAmount = 0.5
Energy = 0.5
BurstMode = false
Description = The Dropship supplies nearby units with Energy.
BuffDescription = Generating and providing Energy.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ENGINEER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ENGINEER_T1_SUPER_BUILDER]
Type = GameTech
TiType = PeonTech
DisplayName = Ph.D in Civil Engineering
ResearchTime = 0
ResourceCost = Ore(20), Energy(5)
Passive = no
BuildModifier = 25 ; in percent
Duration = 3000
Cooldown = 9000
Requires = Headquarters Lvl1
Description = Reduces <font color="#00ff00">build time by 25%</font> when active.
BuffDescription = This unit is building faster.
TechScore = 1

[ENGINEER_T1_MECHANIC]
Type = GameTech
TiType = HealerTech
DisplayName = Ph.D in Mech. Engineering
ResearchTime = 0
ResourceCost = Ore(20), Energy(5)
Passive = yes
RepairVehicles = true
HealAmount = 2
Requires = Headquarters Lvl1
Description = Repair vehicles by an additional <font color="#00ff00">2 health per second</font>.
BuffDescription = Can repair units faster.
TechScore = 1

[ENGINEER_T1_DETECTION] ; engineer
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Masters in Detection
Description = Gets heat detection equipment that <font color="#00ff00">detects cloaked entities</font> nearby.
Passive = yes
CloakRange = 17
Requires = Headquarters Lvl1
ResourceCost = Ore(20), Energy(5)
ResearchTime = 0
BuffDescription = Detecting cloaked entities.
TechScore = 1

[ENGINEER_T2_SUPER_FIXER] ; engineer
Type = GameTech
TiType = PeonTech
DisplayName = Fixer Upper!
ResearchTime = 0
ResourceCost = Ore(30), Energy(10)
Passive = no
BuildingRepairModifier = 50 ; in percent
Duration = 2000
Cooldown = 7500
Requires = Headquarters Lvl2
Description = Improves <font color="#00ff00">structure repair speed by 50%</font> when active.
TechScore = 2

[ENGINEER_T2_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Shield Generator
ResearchTime = 0
ResourceCost = Ore(30), Energy(10)
Passive = yes
ShieldHealthPoints = 40
ShieldRegenAmount = 2
ShieldRegentime = 100
Requires = Headquarters Lvl2
Description = Generates a <font color="#00ff00">shield</font> that prevents <font color="#00ff00">40 damage</font>. Recharges at the rate of <font color="#00ff00">2 shield points per second</font> when out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
TechScore = 2

[ENGINEER_T3_SABOTEUR]
Type = GameTech
TiType = ApplyTech
DisplayName = Saboteur
TechType = Target
ResearchTime = 0
ResourceCost = Ore(50), Energy(15)
Passive = no
ApplyTechTime = 100
Duration = 1000
Cooldown = 6000
AffectFriendly = false
AffectEnemies = true
Radius = 0.0
Range = 5.0
TechToBeApplied = sabotage
Requires = Headquarters Lvl3
Description = Will be able to <font color="#00ff00">disable one hostile human mechanical unit or turret</font> for the ability duration.
TechScore = 3

[SABOTAGE] ; tech to be applied by Engineer
Type = GameTech
TiType = DisableComponentTech
ExpireTime = 1001
AffectFriendly = false
AffectEnemies = true
Components = Orderable, Attacker
Description = Immobilizes unit for 10 sec.
BuffDescription = Unit immobilized.

[ENGINEER_T3_MARK]
Type = GameTech
TiType = ApplyTech
DisplayName = Mark of the Mechanus
ResearchTime = 0
ResourceCost = Ore(50), Energy(15)
Passive = no
Duration = 1000
Cooldown = 7500
Radius = 0.0
Range = 5.0
AffectFriendly = true
AffectEnemies = false
TechToBeApplied = mark mechanic
Requires = Headquarters Lvl3
Description = Will be able to increases an <font color="#00ff00"> allied human mechanical unit's armor by 10</font> for the ability duration.
TechScore = 3

[MARK_MECHANIC]
Type = GameTech
TiType = AttackeeTech
DisplayName = Mark of the Mechani
Armor = 10
ExpireTime = 1000
Passive = yes
Description = Increases a mechanical unit's armor by 5 for 10 seconds
BuffDescription = Armor increased. Blessed by the spirit of the Mechanus.

[SM_T1_DAMAGE] 
Type = GameTech
TiType = WeaponTech
DisplayName = Zy-Tech Muzzle
ResearchTime = 0
ResourceCost = Ore(25), Energy(8)
WeaponClass = Piercing
Damage = 2
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+2 damage</font>.
BuffDescription = <font color="#00ff00">Damage</font> increased.
TechScore = 2

[SM_T1_DEFENSE]
Type = GameTech
TiType = AttackeeTech
DisplayName = True Grit
Description = Gains <font color="#00ff00">+5 armor</font> for the duration of the ability.
Armor = 5
Passive = no
Duration = 500
Cooldown = 3000
Requires = Headquarters Lvl1
ResourceCost = Ore(25), Energy(8)
ResearchTime = 0
TechScore = 2

[SM_T2_RAMBO]
Type = GameTech
TiType = WeaponTech
DisplayName = Battle Fervor
ResearchTime = 0
ResourceCost = Ore(40), Energy(15)
CriticalHitChance = 40.0
CriticalHitModifier = 0.5
Passive = no
Duration = 500
Cooldown = 4000
Requires = Headquarters Lvl2
Description = Increases the chance to land a <font color="#00ff00">critical hit by 40%</font> and increases the <font color="#00ff00">critical hit modifier to x2.5</font> when active.
BuffDescription = Increased Critical Hit Chance and Modifier.In the Zone!
TechScore = 3

[SM_T2_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Adrenaline Shot
Description = Self-heals for <font color="#00ff00">35 health</font> after a short delay, upon activation.
HealAmount = 35
HealRate = 100
Passive = no
Duration = 105
Cooldown = 4000
Requires = Headquarters Lvl2
ResourceCost = Ore(40), Energy(15)
ResearchTime = 0
TechScore = 3

[SM_T3_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = .54 Gauge Bullets
ResearchTime = 0
ResourceCost = Ore(65), Energy(20)
WeaponClass = Explosive
Damage = 2
RateOfFire = -7
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+2 damage</font> and <font color="#00ff00">rate of fire increases by 4 rounds per minute</font>.
BuffDescription = <font color="#00ff00">Damage and rate of fire</font> increased.
TechScore = 5

[SM_T3_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Endurance Training
ResearchTime = 0		; currently researching is not required for this tech
ResourceCost = Ore(65), Energy(20)
HitPoints = 15.0
HealAmount = 15.0
Armor = 2
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+15 health and +2 armor</font>.
BuffDescription = <font color="#00ff00">Health and armor</font> increased.
TechScore = 5

; MAD-RAT
[MR_CORROSIVE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corrosive
HealAmount = -15, -17, -20, -24
HealRate = 100
ExpireTime = 601
DisplayName = Corrosive Damage
Description = Corrosive Damage
BuffDescription = Taking Damage. Being burned by acid.

[MR_T1_CORROSIVE_JR]
Type = GameTech
TiType = WeaponTech
DisplayName = Crippling Compound
ResearchTime = 0
ResourceCost = Ore(30), Energy(25)
Weapon = madrat acid cannon
GameTech = mr Corrosive jr
Requires = Headquarters Lvl1
Description = Increases the amount of <font color="#00ff00">base over-time damage</font> done to targets to<font color="#00ff00">20</font>. Stacks as <font color="#00ff00">20, 22, 25, 29 damage per second</font>. 
TechScore = 6

[MR_CORROSIVE_JR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corrosive
HealAmount = -20, -22, -25, -29
HealRate = 100
ExpireTime = 601
Description = Corrosive
BuffDescription = Taking Damage. Acid Burns.

[MR_T1_TOXICITY_AURA] 
Type = GameTech
TiType = AuraTech
DisplayName = Toxic Leak
ResearchTime = 0
ResourceCost = Ore(30), Energy(25)
TechsProvided = mr toxicity dmg
Requires = Headquarters Lvl1
Description = Damages nearby enemy units for <font color="#00ff00">5 damage per second</font>. Stacks as <font color="#00ff00">5, 6, 7, 8, 9 damage per second</font>.
TechScore = 6

[MR_TOXICITY_DMG]
Type = GameTech
TiType = AttackeeTech
DisplayName = Toxic Leak
HealAmount = -5, -6, -7, -8, -9
HealRate = 100
AffectFriendly = off
AffectEnemies = on
Description = Damages Nearby Enemy Units
BuffDescription = <font color="#ff0000">Taking Damage</font>. Exposed to Toxic leak.

[MR_T2_VOLATILE_MIX] 
Type = GameTech
TiType = ExplodeTech
DisplayName = Volatile Mix
ResearchTime = 0
ResourceCost = Ore(45), Energy(40)
Passive = no
Damage = 100.0
Area = 8.0
AffectFriendly = false
AffectEnemies = true
InitialWaitTime = 10
ExplodeOnDeath = true
ExplodeOrder = true
DamageToWallFactor = 2
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Weaponclass = Corrosive
AttackTech = mr Corrosive
Requires = Headquarters Lvl2
Description = Runs to a target location and explodes to do <font color="#00ff00">100 corrosive damage</font>. Will also explode on death, with the same effect.
TechScore = 7

[MR_T2_RATE_OF_FIRE]
Type = GameTech
TiType = WeaponTech
DisplayName = New Hydraulic Pump
ResearchTime = 0
ResourceCost = Ore(45), Energy(40)
Weapon = madrat acid cannon
RateOfFire = -150
Requires = Headquarters Lvl2
Description = Increases the <font color="#00ff00">rate of fire of the acid cannon</font> by <font color="#00ff00">9 rounds per minute</font>.
BuffDescription = Increased <font color="#00ff00">rate of fire</font>.
TechScore = 7

[MR_T3_MELT]
Type = GameTech
TiType = WeaponTech
DisplayName = Armor Melter
ResearchTime = 0
ResourceCost = Ore(75), Energy(65)
Weapon = Madrat Acid Cannon
ExtraDamageToArmorClass = 0, 0, 20, 125 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl3
Description = The acid cannon gains <font color="#00ff00">+15 damage vs heavy armor</font> and <font color="#00ff00">+50 damage vs buildings</font>. 
BuffDescription = Acid cannon does increased <font color="#00ff00">damage vs heavy armor and vs buildings</font>.
TechScore = 9

[MR_T3_HEALTH] 
Type = GameTech
TiType = AttackeeTech
DisplayName = Dubious Diet
ResearchTime = 0
ResourceCost = Ore(75), Energy(65)
HitPoints = 125.0
HealAmount = 125.0
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+125 health</font>.
BuffDescription = Increased <font color="#00ff00">health</font>.
TechScore = 9

[MR_T3_SPLASH] ; changed to add splash damage
Type = GameTech
TiType = WeaponTech
DisplayName = Aquatic Destabilizer
ResearchTime = 0
ResourceCost = Ore(75), Energy(65)
Weapon = madrat acid cannon
Area = 3
Requires = Headquarters Lvl3
Description = Increases the <font color="#00ff00">splash radius</font> of the acid cannon by <font color="#00ff00">3</font>.
BuffDescription = Acid cannon's <font color="#00ff00">splash radius</font> increased.
TechScore = 9

; Operative

[OPERATIVE_T1_ACID_GRENADE]
Type = GameTech
TiType = WeaponTech
DisplayName = Chemical Grenade
ResearchTime = 0
ResourceCost = Ore(35), Energy(10)
Weapon = operative grenade launcher
WeaponClass = Corrosive
GameTech = Grenade Corrosive
Damage = -10
Requires = Headquarters Lvl1
Description = The Operative starts using a chemical laced grenade that deals <font color="#00ff00">5 damage per second for 5 seconds</font>. Stacks as 5, 7, 10 damage. The grenade <font color="#ff0000">loses 10 base damage</font>.
BuffDescription = Fires grenades laced with chemicals.
TechScore = 3

[GRENADE_CORROSIVE]
Type = GameTech
TiType = AttackeeTech
HealAmount = -5, -7, -10
HealRate = 100
ExpireTime = 501
Requires = Headquarters Lvl1
Description = Does 5/7/10 Damage for 5 seconds
BuffDescription = Taking <font color="#ff0000">acid damage</font>.

[OPERATIVE_T1_SLOW_GRENADE]
Type = GameTech
TiType = WeaponTech
DisplayName = Cryo Grenade
ResearchTime = 0
ResourceCost = Ore(35), Energy(10)
Weapon = operative grenade launcher
WeaponClass = Plasma
GameTech = Grenade Slow
Requires = Headquarters Lvl1
Description = The Operative fires a stun grenade that <font color="#00ff00">slows enemies</font> caught in the blast by <font color="#00ff00">2.5 movement speed</font>.
BuffDescription = Fires grenades that <font color="#00ff00">slow enemy units</font>.
TechScore = 3

[GRENADE_SLOW]
Type = GameTech
TiType = MoverTech
DisplayName = Stunned
AdditionalSpeed = -2.5
ExpireTime = 500
Description = Reduces movement speed
BuffDescription = Dazed.

[OPERATIVE_T1_SPRINT]
Type = GameTech
TiType = MoverTech
DisplayName = Sprint
ResearchTime = 0
ResourceCost = Ore(35), Energy(10)
AdditionalSpeed = 5
Passive = no
Duration = 500
Cooldown = 3000
Requires = Headquarters Lvl1
Description = Increases the Operative's <font color="#00ff00">movement speed by 5</font> when active.
TechScore = 3

[OPERATIVE_T2_NANO_SUIT] ; changed to Nano suit
Type = GameTech
TiType = AttackeeTech
DisplayName = Nano-Suit
ResearchTime = 0
ResourceCost = Ore(53), Energy(15)
Passive = yes
HealAmount = 2
HealRate = 100
Requires = Headquarters Lvl2
Description = The Operative <font color="#00ff00">regenerates 2 health per second</font>.
BuffDescription = Regenerating health.
TechScore = 4

[OPERATIVE_T2_CLOAK]
Type = GameTech
TiType = CloakTech
DisplayName = Cloaking Field Generator
ResearchTime = 0
ResourceCost = Ore(53), Energy(15)
Passive = yes
ReactivationTime = 250			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = off
Requires = Headquarters Lvl2
Description = The Operative becomes cloaked. <font color="#00ff00">Invisible unless detected or attacking</font>.
BuffDescription = Cloaked.
TechScore = 4

[OPERATIVE_T2_RECON_ORB] ; changed to recon orb
Type = GameTech
TiType = RemoteViewerTech
DisplayName = Deployable Recon Orb
ResearchTime = 0
ResourceCost = Ore(53), Energy(15)
Passive = no
Duration = 800
Cooldown = 4000
RemoteViewRange = 35
RemoteViewArea = 20
Requires = Headquarters Lvl2
Description = The Operative sends out an orb to <font color="#00ff00">reveal a nearby location</font> for the ability duration.
TechScore = 4

[OPERATIVE_T3_CONVERT_PLASMA] ; convert to plasma type
Type = GameTech
TiType = WeaponTech
DisplayName = Ion Pulse Emitter
ResearchTime = 0
ResourceCost = Ore(90), Energy(25)
WeaponClass = Plasma
Weapon = Sniper Rifle
ExtraDamageToArmorClass = -30, 0, 61, 0 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+40 damage vs heavy armor</font>, but <font color="#ff0000">loses 30 damage vs light armor</font>.
TechScore = 6

[OPERATIVE_T3_GRENADE_DAMAGE] ; increased damage on shrapnel grenade
Type = GameTech
TiType = WeaponTech
DisplayName = Crystalline Shrapnel
ResearchTime = 0
ResourceCost = Ore(90), Energy(25)
Weapon = operative grenade launcher
Damage = 35
Requires = Headquarters Lvl3
Description = Adds <font color="#00ff00">+35 damage</font> to the grenade.
BuffDescription = Grenade's damage increased.
TechScore = 6

[OPERATIVE_T3_ROF] ; changed to decrease ROF
Type = GameTech
TiType = WeaponTech
DisplayName = Krypt Recoil Reduction Unit
ResearchTime = 0
ResourceCost = Ore(90), Energy(25)
Weapon = Sniper Rifle
RateOfFire = -75
Requires = Headquarters Lvl3
Description = Increases <font color="#00ff00">rate of fire by 10 rounds per minute</font>.
BuffDescription = Increased <font color="#00ff00">rate of fire</font>.
TechScore = 6

; Medic
[MEDIC_NANOBOTS_1]
Type = GameTech
TiType = AttackeeTech
DisplayName = Basic Nanobots
HealAmount = 2, 3, 4
HealRate = 200
Description = Regenerates health
BuffDescription = Nanobots Healing this Unit.

[MEDIC_T1_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Muscle Augmentation
ResearchTime = 0
ResourceCost = Ore(30), Energy(18)
HitPoints = 40.0
HealAmount = 40.0
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+30 health</font>.
BuffDescription = Health increased
TechScore = 3

[MEDIC_T1_MOVEMENT]
Type = GameTech
TiType = MoverTech
DisplayName = Limb Enhancers
ResearchTime = 0
ResourceCost = Ore(30), Energy(18)
AdditionalSpeed = .5
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+0.5 movement speed</font>.
BuffDescription = Movement speed increased.
TechScore = 3

[MEDIC_T2_MED_KIT]
Type = GameTech
TiType = ApplyTech
DisplayName = Nanobot Repair
ResearchTime = 0
ResourceCost = Ore(45), Energy(27)
Passive = no
Duration = 10
Cooldown = 3000
Radius = 0.0
AffectFriendly = true
AffectEnemies = false
Range = 5.0
TechToBeApplied = medic attackee heal
Requires = Headquarters Lvl2
Description = Repair any one friendly <font color="#00ff00">human mechanical unit, Zali unit, turret or building for 75 health over 5 seconds</font>.
TechScore = 4

[MEDIC_ATTACKEE_HEAL]
Type = GameTech
TiType = AttackeeTech
HealAmount = 15.0
HealRate = 100
ExpireTime = 501
Description = Medic Heal Tech
BuffDescription = Nanobots are repairing this unit.

[MEDIC_T2_IMPROVED_NANOBOT]
Type = GameTech
TiType = AuraTech
DisplayName = Hive Mind Relay System
ResearchTime = 0
ResourceCost = Ore(45), Energy(27)
AuraRange = 4
Requires = Headquarters Lvl2
Description = Increase the <font color="#00ff00">heal range by 3</font>.
BuffDescription = <font color="#00ff00">Heal range</font> increased.
TechScore = 4

[MEDIC_T2_HEALER]
Type = GameTech
TiType = AuraTech
DisplayName = Energized Nanobots
ResearchTime = 0
ResourceCost = Ore(45), Energy(27)
TechsProvided = medic healer bots
Requires = Headquarters Lvl2
Description = Increases the <font color="#00ff00">regeneration rate</font> of units within range by <font color="#00ff00">2 health per 2 seconds</font>. Stacks as <font color="#00ff00">2, 3, 4 health every 2 seconds</font>.
TechScore = 4

[MEDIC_HEALER_BOTS]
Type = GameTech
TiType = AttackeeTech
DisplayName = Energized Nanobots
HealAmount = 2, 3, 4
HealRate = 400
Description = Nanobots Heal allied units 50% more.
BuffDescription = Energized nanobots are <font color="#00ff00">healing</font> this unit.

[MEDIC_T3_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Cybernetic Bio-Augmentation
ResearchTime = 0
ResourceCost = Ore(75), Energy(45)
HitPoints = 75.0
HealAmount = 75.0
Armor = 1
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+75 health and +1 armor</font>.
BuffDescription = <font color="#00ff00">Health and armor</font> increased.
TechScore = 6

[MEDIC_T3_UBER_CHARGE]
Type = GameTech
TiType = ApplyTech
DisplayName = Uber-Charge
ResearchTime = 0
ResourceCost = Ore(75), Energy(45)
Passive = no
;Duration = 10
Cooldown = 6000
Radius = 0.0
Range = 5
AffectFriendly = true
AffectEnemies = false
TechToBeApplied = medic uber weapon
Requires = Headquarters Lvl3
Description = Increases the <font color="#00ff00">damage and rate of fire of one mechanical unit for 10 seconds</font>.
TechScore = 6

[MEDIC_UBER_WEAPON]
Type = GameTech
TiType = WeaponTech
DisplayName = weapon tech
Damage = 20
RateOfFire = -30
ExpireTime = 1000
Description = medic weapon tech
BuffDescription = <font color="#00ff00">Damage and rate of fire</font> increased.

[MEDIC_T3_SWARM] 
Type = GameTech
TiType = AttackerTech
DisplayName = Swarm
Description = Send nanobots out to attack enemy infantry and structures, <font color="#00ff00">disabling enemies caught in the target radius for 2.5 seconds</font>.
SpecialWeapon = Medic Swarm Gun
Passive = yes
Requires = Headquarters Lvl3
ResourceCost = Ore(75), Energy(45)
ResearchTime = 0
TechScore = 6

[MEDIC_SWARM]
Type = GameTech
TiType = DisableComponentTech
AffectFriendly = false
AffectEnemies = true
ExpireTime = 250
Components = Attacker
Description = Immobilizes unit for 2.5 sec.
BuffDescription = Unit <font color="#ff0000">immobilized</font> by a Medic's nanobots. Get these things away from me!

; Titan Marine
[TM_T1_JET_PACK]
Type = GameTech
TiType = JumpTech
DisplayName = Jetpack
ResearchTime = 0
ResourceCost = Ore(1), Energy(1)
;Duration = 1000  ;not required, calculated in jump task
Cooldown = 3000
Passive = no
JumpRange = 30.0
JumpSpeed = 12.5
MaxHeight = 10
Requires = Headquarters Lvl1
Description = Jump to target location.

[TM_T1_PLASMA_RIFLE]
Type = GameTech
TiType = WeaponTech
DisplayName = Plasma Shotgun
ResearchTime = 0
ResourceCost = Ore(60), Energy(25)
RateOfFire = 50
WeaponClass = Piercing
ExtraDamageToArmorClass = -15, 0, 25, 0 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+25 damage vs heavy armor</font>, but <font color="#ff0000">loses 15 damage vs light armor</font> .
TechScore = 6

[TM_T1_COMMAND_AURA]
Type = GameTech
TiType = AuraTech
DisplayName = Command Aura
ResearchTime = 0
ResourceCost = Ore(60), Energy(25)
TechsProvided = tm command
Requires = Headquarters Lvl1
Description = Increases the <font color="#00ff00">damage of all nearby allied human infantry units</font>. Stacks as <font color="#00ff00">1, 2, 3, 4, 5 damage</font>.
TechScore = 6

[TM_COMMAND]
Type = GameTech
TiType = WeaponTech
DisplayName = Command Aura
Damage = 1, 2, 3, 4, 5
Description = Increases damage by +1
BuffDescription = <font color="#00ff00">Damage increased</font> by Titan.

[TM_T2_RAIDER]
Type = GameTech
TiType = WeaponTech
DisplayName = Raider Class Munitions
ResearchTime = 0
ResourceCost = Ore(90), Energy(40)
WeaponClass = Explosive
ExtraDamageToArmorClass = 0, -10, 0, 30 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+30 damage vs buildings</font>, but <font color="#ff0000">loses 10 damage vs medium armor</font>.
BuffDescription = Increased <font color="#00ff00"> damage vs buildings</font>, decreased <font color="#ff0000"> damage vs medium armor</font>.
TechScore = 7

[TM_T2_PLASMA_BLEED]
Type = GameTech
TiType = WeaponTech
DisplayName = Explosive Rounds
ResearchTime = 0
ResourceCost = Ore(90), Energy(40)
Area = 5
Requires = Headquarters Lvl2
Description = Increase the <font color="#00ff00">damage cone</font> of the Titan's shotgun.
BuffDescription = Larger <font color="#00ff00">cone of fire</font>.
TechScore = 7

[TM_T2_FIEND_AURA]
Type = GameTech
TiType = AuraTech
DisplayName = Fiend
ResearchTime = 0
ResourceCost = Ore(90), Energy(40)
TechsProvided = tm fiend
Requires = Headquarters Lvl2
Description = Nearby Titans increase each other's <font color="#00ff00">damage</font>. Stacks as <font color="#00ff00">2, 4, 6, 8, 10 damage</font>.
TechScore = 7

[TM_FIEND]
Type = GameTech
TiType = WeaponTech
DisplayName = Fiend
Damage = 2, 4, 6, 8, 10
Description = Increases Damage by +2
BuffDescription = Damage <font color="#00ff00">increased</font> by Titans.

[TM_T3_DRONE]
Type = GameTech
TiType = SummonTech
DisplayName = Splody Drone
ResearchTime = 0
ResourceCost = Ore(150), Energy(65)
Passive = no
Duration = 5000
Cooldown = 6000
Minions = exploding drone
;Cooldown = 9000
Requires = Headquarters Lvl3
Description = The Titan can create a drone that follows him. It'll chase down detected enemies and explode to do <font color="#00ff00">125 damage</font>.
TechScore = 9

[TM_T3_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Shield Generator
ResearchTime = 0
ResourceCost = Ore(150), Energy(65)
ShieldHealthPoints = 75
ShieldRegenAmount = 1
ShieldRegentime = 100
Requires = Headquarters Lvl3
Description = Generates a shield that <font color="#00ff00">prevents 75 damage</font> and <font color="#00ff00">regenerates at the rate of 1 shield points per second</font> when out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
TechScore = 9

[TM_DRONE_EXPLODE_TECH]
Type = GameTech
TiType = ExplodeTech
DisplayName = Drone Explode Tech
ResearchTime = 0
ResourceCost = Ore(25), Energy(10)
Passive = no
Damage = 125.0
Area = 5.0
AffectFriendly = false
AffectEnemies = true
InitialWaitTime = 20
ExplodeOnDeath = true
DamageToWallFactor = 2
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
Weaponclass = Corrosive
Description = This tech is used by the Titan Marine's Drones

;===============================
; STAP
;=================================
[STAP_T1_NITRO]
Type = GameTech
TiType = MoverTech
DisplayName = Nitro Boost
ResearchTime = 0
ResourceCost = Ore(30), Energy(10)
AdditionalSpeed = 5
Cooldown = 2000
Duration = 500
Passive = no
Requires = Headquarters Lvl1
Description = Increase <font color="#00ff00">movement speed by 5</font> for the duration of the ability.
TechScore = 2

[STAP_T1_MINES]
Type = LandMineTech
DisplayName = Shadow Mines
ResearchTime = 0
ResourceCost = Ore(30), Energy(10)
Cooldown = 3000
Passive = no
LandMine = land mine 1
Requires = Headquarters Lvl1
Description = Gains the ability to place mines that will do <font color="#00ff00">200 damage</font> to enemies who trigger them.
TechScore = 2

[STAP_T2_DETECTION]
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Physical Anomaly Mapper
Description = Detects <font color="#00ff00">cloaked</font> entities.
Passive = yes
CloakRange = 18
Requires = Headquarters Lvl2
ResourceCost = Ore(50), Energy(15)
ResearchTime = 0
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.
TechScore = 3

[STAP_T2_DESTROYER]
Type = GameTech
TiType = WeaponTech
DisplayName = Destroyer
ResearchTime = 0
ResourceCost = Ore(50), Energy(15)
Weapon = stap turret
WeaponClass = Corrosive
ExtraDamageToArmorClass = 10, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl2
Description = The turret gains <font color="#00ff00">+10 damage vs light armor</font>.
BuffDescription = Increased <font color="#00ff00">damage vs light armor</font>.
TechScore = 3

[STAP_T2_CRIT]
Type = GameTech
TiType = WeaponTech
DisplayName = Prototype Munitions
ResearchTime = 0
ResourceCost = Ore(50), Energy(15)
CriticalHitChance = 10.0
CriticalHitModifier = .5
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+10% critical chance, +.5 critical hit modifier</font>.
BuffDescription = Increased <font color="#00ff00">critical chance, critical hit modifier</font>.
TechScore = 3

[STAP_T3_CRIT]
Type = GameTech
TiType = WeaponTech
DisplayName = Prototype Munitions Mk.II
ResearchTime = 0
ResourceCost = Ore(80), Energy(20)
CriticalHitChance = 15.0
CriticalHitModifier = .5
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+15% critical chance, +.5 critical hit modifier</font>.
BuffDescription = Increased <font color="#00ff00">critical chance, critical hit modifier</font>.
TechScore = 5

[STAP_T3_RUNANDGUN]
Type = GameTech
TiType = WeaponTech
DisplayName = Auto-Lock
ResearchTime = 0
ResourceCost = Ore(80), Energy(20)
RunAndGun = true
Requires = Headquarters Lvl3
Description = Primary weapon can <font color="#00ff00">fire while the Hound is moving</font>.
BuffDescription = Can fire while moving.
TechScore = 5

[STAP_T3_OBLITERATOR]
Type = GameTech
TiType = WeaponTech
DisplayName = Obliterator
ResearchTime = 0
ResourceCost = Ore(80), Energy(20)
Weapon = Stap Rifle
WeaponClass = Plasma
ExtraDamageToArmorClass = 0, 20, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl3
Description = The primary weapon gains <font color="#00ff00">+20 damage vs medium armor</font>.
BuffDescription = Increased primary weapon <font color="#00ff00"> damage vs medium armor</font>.
TechScore = 5

; Crab Walker
[CW_T1_BARRAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Explosive Shells
ResearchTime = 0
ResourceCost = Ore(45), Energy(15)
Area = 3.0
WeaponClass = Explosive
Requires = Headquarters Lvl1
Description = Increase <font color="#00ff00">splash radius by 3</font>.
BuffDescription = Increased <font color="#00ff00">splash radius</font>.
TechScore = 4

[CW_T1_RATE_OF_FIRE]
Type = GameTech
TiType = WeaponTech
DisplayName = Krypt Shock Absorbers
ResearchTime = 0
ResourceCost = Ore(45), Energy(15)
RateOfFireStart = -30
RateOfFire = -30
Requires = Headquarters Lvl1
Description = Increase <font color="#00ff00">rate of fire by 9 rounds per minute</font>.
BuffDescription = <font color="#00ff00">Rate of fire</font> increased.
TechScore = 4

[CW_T2_RANGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Dechtarin Gunpowder
ResearchTime = 0
ResourceCost = Ore(70), Energy(20)
AttackRange = 7
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+7 attack range</font>.
BuffDescription = <font color="#00ff00">Attack range</font> increased.
TechScore = 5

[CW_T2_HYDRAULICS]
Type = GameTech
TiType = WeaponTech
DisplayName = Cannon Stabilizers
ResearchTime = 0
ResourceCost = Ore(70), Energy(20)
RunAndGun = true
Requires = Headquarters Lvl2
Description = The Javelin can <font color="#00ff00">fire while moving</font>.
BuffDescription = Can <font color="#00ff00">fire while moving</font>.
TechScore = 5

[CW_T2_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Shield Generator
ResearchTime = 0
ResourceCost = Ore(70), Energy(20)
ShieldHealthPoints = 100
ShieldRegenAmount = 2
ShieldRegentime = 100
Requires = Headquarters Lvl2
Description = Gains a <font color="#00ff00">shield </font> that can <font color="#00ff00">prevents 100 damage</font>. <font color="#00ff00">Regenerates at the rate of 2 shield points per second</font> out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
TechScore = 5

[CW_T3_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Crystal Charge
ResearchTime = 0
ResourceCost = Ore(115), Energy(35)
GameTech = cw Reduce armor
WeaponClass = Plasma
Requires = Headquarters Lvl3
Description = <font color="#00ff00">All units and structures</font> hit by the Javelin <font color="#00ff00">lose 1 armor for 3 seconds</font>. Stacks as <font color="#00ff00">1, 2, 3, 4, 5 armor reduction</font>.
TechScore = 7

[CW_REDUCE_ARMOR]
Type = GameTech
TiType = AttackeeTech
Armor = -1, -2, -3, -4, -5
ExpireTime = 500
Requires = Headquarters Lvl1
Description = Reduces armor of target by 1 for 5 seconds
BuffDescription = <font color="#ff0000">Armor reduced</font>.

[CW_T3_MOVEMENT]
Type = GameTech
TiType = MoverTech
DisplayName = Hydraulics Overhaul
ResearchTime = 0
ResourceCost = Ore(115), Energy(35)
AdditionalSpeed = 1.5
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+1.5 movement speed</font>.
BuffDescription = <font color="#00ff00">Movement speed</font> increased.
TechScore = 7

; Mech Walker
[MW_T1_ARMOR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Armor Upgrade
ResearchTime = 0
ResourceCost = Ore(100), Energy(40)
Armor = 3
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+3 armor</font>.
BuffDescription = <font color="#00ff00">Armor</font> increased.
TechScore = 8

[MW_T1_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Imit Explosive Tip
ResearchTime = 0
ResourceCost = Ore(75), Energy(40)
Weapon = mw rifle
Damage = 5
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+5 damage</font>.
BuffDescription = <font color="#00ff00">Damage</font> increased.
TechScore = 8

[MW_T1_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corron Plating
ResearchTime = 0
ResourceCost = Ore(75), Energy(40)
HitPoints = 50
HealAmount = 50
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+50 health</font>.
BuffDescription = <font color="#00ff00">Health</font> increased.
TechScore = 8

[MW_T2_WEAPON_SWITCH_PLASMA]
Type = GameTech
TiType = WeaponTech
DisplayName = Ion Rockets
ResearchTime = 0
ResourceCost = Ore(115), Energy(60)
Weapon = mw rifle
Area = -2
ExtraDamageToArmorClass = 0, 0, 15, 30 ; extra damage to armor classes : light, medium, heavy, building
WeaponClass = Plasma
Requires = Headquarters Lvl2
Description =  Gains <font color="#00ff00">+15 damage vs heavy armor</font> and <font color="#00ff00">+30 damage vs buildings</font> but <font color="#ff0000">loses the ability to do splash damage</font>.
TechScore = 9

[MW_T2_FLAMETHROWER]
Type = GameTech
TiType = AttackerTech
DisplayName = Flamethrower
Description = Fires a blast of fire in a target region for <font color="#00ff00">125 base damage</font> and <font color="#00ff00">5 damage per second for 10 seconds</font>.
SpecialWeapon = mw flamethrower
Passive = yes
Requires = Headquarters Lvl2
ResourceCost = Ore(115), Energy(60)
ResearchTime = 0
TechScore = 9

[MW_T2_SPLASH]
Type = GameTech
TiType = WeaponTech
DisplayName = Logitik J17 Warheads
ResearchTime = 0
ResourceCost = Ore(115), Energy(60)
Weapon = mw rifle
Area = 3
Requires = Headquarters Lvl2
Description = Increases rocket <font color="#00ff00">splash radius by 3</font>.
BuffDescription = Increased <font color="#00ff00">splash radius,/font>.
TechScore = 9

[MW_T3_ACID_BOMB]
Type = GameTech
TiType = AttackerTech
DisplayName = Acid Bomb
ResearchTime = 0
ResourceCost = Ore(190), Energy(100)
SpecialWeapon = mw acid bomb
Requires = Headquarters Lvl3
Description = Fire a chemical bomb that does <font color="#00ff00">100 base damage</font> and <font color="#00ff00">15 damage per second for 6 seconds</font>.
TechScore = 11

[MW_ACID_DAMAGE]
Type = GameTech
TiType = AttackeeTech
HealAmount = -15
HealRate = 100
ExpireTime = 601
;Requires = Headquarters Lvl1
Description = mech walker damage tech
BuffDescription = Taking <font color="#ff0000">acid damage</font>.

[MW_T3_ARTILLERY_SHOT]
Type = GameTech
TiType = AttackerTech
DisplayName = Artillery Shot
ResearchTime = 0
ResourceCost = Ore(190), Energy(100)
SpecialWeapon = mw artillery launcher
Requires = Headquarters Lvl3
Description = Fire an artillery shot at a target location for <font color="#00ff00">250 base damage</font>.
TechScore = 11

[MW_T3_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Shield Generator
ResearchTime = 0
ResourceCost = Ore(190), Energy(100)
ShieldHealthPoints = 100
ShieldRegenAmount = 1
ShieldRegentime = 300
Requires = Headquarters Lvl3
Description = Gains a <font color="#00ff00">shield</font> that prevents <font color="#00ff00">100 damage</font>. Recharges at the rate of <font color="#00ff00">1 shield point per 3 seconds</font> out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
TechScore = 11

; Automated Gunship

[AG_T1_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Improved Pulse Coils
ResearchTime = 0
ResourceCost = Ore(25), Energy(10)
Weapon = ag rifle
WeaponClass = Corrosive
Damage = 2
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+2 damage</font>.
BuffDescription = Increased <font color="#00ff00">damage</font>.
TechScore = 2

[AG_T1_PERFECT_CHASSIS]
Type = GameTech
TiType = AttackeeTech
DisplayName = Perfect Chassis
ResearchTime = 0
ResourceCost = Ore(25), Energy(10)
BlockCriticalHit = on
Armor = 1
Requires = Headquarters Lvl1
Description = Becomes <font color="#00ff00">immune to critical hits</font>. Gains <font color="#00ff00">+1 armor</font>.
BuffDescription = Immune to <font color="#00ff00">critical hits. Armor increased</font>.
TechScore = 2

[AG_T2_NITRO]
Type = GameTech
TiType = MoverTech
DisplayName = Nitro Boost
ResearchTime = 0
ResourceCost = Ore(40), Energy(15)
Cooldown = 1500
Passive = no
Duration = 500
AdditionalSpeed = 5
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+5 movement speed</font> for the duration of the ability.
TechScore = 3

[AG_T2_TASER] 
Type = GameTech
TiType = WeaponTech
DisplayName = Electrified Beams
Description = The Seeker's attacks <font color="#00ff00">slow its targets for 1 movement speed</font>. Slowing does not stack.
Weapon = ag rifle
GameTech = Taser Slow
WeaponClass = Plasma
Requires = Headquarters Lvl2
ResourceCost = Ore(40), Energy(15)
ResearchTime = 0
TechScore = 3

[AG_T2_DESTROYER]
Type = GameTech
TiType = WeaponTech
DisplayName = Trinium Priming System
ResearchTime = 0
ResourceCost = Ore(40), Energy(15)
Weapon = ag rifle
WeaponClass = Explosive
ExtraDamageToArmorClass = 5, 5, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+5 damage vs light armor and +5 damage vs medium armor</font>.
BuffDescription = Increased <font color="#00ff00">damage vs light armor and vs medium armor</font>.
TechScore = 3

[AG_T3_MISSILE]
Type = GameTech
TiType = AttackerTech
DisplayName = Tactical Missile
ResearchTime = 0
ResourceCost = Ore(65), Energy(25)
SpecialWeapon = ag missile launcher
Requires = Headquarters Lvl3
Description = Gets the ability to fire a missile at a single enemy unit or structure for <font color="#00ff00">100 damage</font>.
TechScore = 5

[AG_T3_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Tarkon Plated Chassis
ResearchTime = 0
ResourceCost = Ore(65), Energy(25)
HitPoints = 25
HealAmount = 25
Armor = 2
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+25 health and +2 armor</font>.
BuffDescription = Increased <font color="#00ff00">health and armor</font>.
TechScore = 5

; Carrier
[CARRIER_T1_ONBOARD_DOCTOR]
Type = GameTech
TiType = HealerTech
DisplayName = Onboard Doctor
ResearchTime = 0
ResourceCost = Ore(25), Energy(25)
ServiceOccupantsOnly = true
RepairVehicles = false
HealOrganic = true
HealAmount = 5
HealRateModifier = 100
Requires = Headquarters Lvl1
Description = All units inside the Dropship are healed by <font color="#00ff00">5 health per second</font>.
BuffDescription = Being <font color="#00ff00">healed</font>.
TechScore = 4

[CARRIER_T1_BOMBER]
Type = GameTech
TiType = AttackerTech
DisplayName = Bomber-man
ResearchTime = 0
ResourceCost = Ore(25), Energy(25)
SpecialWeapon = carrier bomber
Requires = Headquarters Lvl1
Description = Can drop a highly explosive bomb at a target location that does <font color="#00ff00">100 damage with splash</font>. Extremely effective against buildings.
TechScore = 4

[CARRIER_T2_CLOAK]
Type = GameTech
TiType = CloakTech
DisplayName = Chameleon Plating Chassis
ResearchTime = 0
ResourceCost = Ore(40), Energy(35)
Passive = no
Duration = 1000
Cooldown = 3000
;ReactivationTime = 300			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = on
Requires = Headquarters Lvl2
Description = The Dropship <font color="#00ff00">cloaks</font> itself for the duration of the ability.
BuffDescription = Cloaked.
TechScore = 5

[CARRIER_T2_DETECTION]
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Heat Detection
Description = Gains the ability to <font color="#00ff00">detect cloaked</font> entities.
Passive = yes
CloakRange = 19
Requires = Headquarters Lvl2
ResourceCost = Ore(40), Energy(35)
ResearchTime = 0
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.
TechScore = 5

[CARRIER_T2_STASIS]
Type = GameTech
TiType = AttackerTech
SpecialWeapon = Stasis Field Gun
Passive = yes
DisplayName = Stasis Field Generator
ResearchTime = 0
ResourceCost = Ore(40), Energy(35)
Requires = Headquarters Lvl2
Description = The Dropship lays down a stasis field that <font color="#00ff00">slows enemies</font> around it for <font color="#00ff00">3 movement speed for 10 seconds</font>.
BuffDescription = Stasis Field Generator
TechScore = 5

[STASIS_FIELD_SLOW]
Type = GameTech
TiType = MoverTech
DisplayName = Slow
AdditionalSpeed = -3
AppliedOnGroundDuration = 1000
AffectFriendly = true
AffectEnemies = true
Description = Reduces movement speed
BuffDescription = <font color="#ff0000">Slowed</font> by a stasis field.

[CARRIER_T3_CABIN_SPACE]
Type = GameTech
TiType = UnitHolderTech
DisplayName = Increase Cabin Space
ResearchTime = 0
ResourceCost = Ore(65), Energy(60)
IncreaseCargoSize = 60.0
Requires = Headquarters Lvl3
Description = The Dropship gains<font color="#00ff00"> 4 more unit slots</font>.
BuffDescription = Increased <font color="#00ff00">passenger capacity</font>.
TechScore = 7

[CARRIER_T3_ARMOR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Reinforced Inix Ship Plating
ResearchTime = 0
ResourceCost = Ore(65), Energy(60)
ArmorClass = heavy armor
Requires = Headquarters Lvl3
Description = Upgrade to <font color="#00ff00">heavy armor</font>.
TechScore = 7

; Missile Gunship
[MG_T1_MISSILE]
Type = GameTech
TiType = WeaponTech
DisplayName = Missile Addition
ResearchTime = 0
ResourceCost = Ore(90), Energy(35)
Weapon = mg rifle
BurstShots = 2
Requires = Headquarters Lvl1
Description = Primary attack gains <font color="#00ff00">+2 missiles</font>.
BuffDescription = <font color="#00ff00">Additional missiles</font>.
TechScore = 8

[MG_T1_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Napalm Warhead Core
ResearchTime = 0
ResourceCost = Ore(90), Energy(35)
Damage = 5
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+5 damage</font> per missile.
BuffDescription = Increased <font color="#00ff00"> damage per missile</font>.
TechScore = 8

[MG_T2_RATE_OF_FIRE]
Type = GameTech
TiType = WeaponTech
DisplayName = Drone Assisted Loading Bay
ResearchTime = 0
ResourceCost = Ore(135), Energy(55)
Weapon = mg rifle
RateOfFire = -100
Requires = Headquarters Lvl2
Description = Firing tubes reload faster. <font color="#00ff00">Rate of fire increased by +7 rounds per minute</font>.
BuffDescription = <font color="#00ff00">Rate of fire</font> increased.
TechScore = 9

[MG_T2_RAZOR]
Type = GameTech
TiType = WeaponTech
DisplayName = Razor
ResearchTime = 0
ResourceCost = Ore(135), Energy(55)
ExtraDamageToArmorClass = 0, 10, 15, 20 ; extra damage to armor classes : light, medium, heavy, building
Requires = Headquarters Lvl2
Description = Gains <font color="#00ff00">+10 damage vs medium armor, +15 damage vs heavy armor and +20 damage vs buildings</font>
BuffDescription = Increased <font color="#00ff00"> damage vs medium armor, vs heavy armor and vs buildings</font>
TechScore = 9

[MG_T3_WHIRLWIND]
Type = GameTech
TiType = AttackerTech
DisplayName = Whirlwind
ResearchTime = 0
ResourceCost = Ore(225), Energy(90)
SpecialWeapon = mg whirlwind
Requires = Headquarters Lvl3
Description = <font color="#00ff00">Fire 25 missiles</font> towards a target location in one burst.
TechScore = 11

[MG_T3_SPLASH]
Type = GameTech
TiType = WeaponTech
DisplayName = Logitik I33 Warheads
ResearchTime = 0
ResourceCost = Ore(225), Energy(90)
Weapon = mg rifle
Area = 3
Requires = Headquarters Lvl3
Description = Increase <font color="#00ff00">splash radius of each missile by 3</font>.
BuffDescription = <font color="#00ff00">Splash radius of each missile</font> increased.
TechScore = 11

;;;;;;;;;;;;;;;;;;;;;;
; Turrets
;;;;;;;;;;;;;;;;;;;;;;

[GT_T1_RANGE]
Type = GameTech
TiType = WeaponTech
DisplayName = RT Tracking System
ResearchTime = 0
ResourceCost = Ore(50), Energy(30)
AttackRange = 5
LOSRange = 5
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+5 attack range and +5 visual range</font>.
BuffDescription = Increased <font color="#00ff00">attack range and visual range</font>.
TechScore = 3

[GT_T1_SPLASH]
Type = GameTech
TiType = WeaponTech
DisplayName = Crystin Explosives
ResearchTime = 0
ResourceCost = Ore(50), Energy(30)
Area = 2
Requires = Headquarters Lvl1
Description = Adds <font color="#00ff00">+2 splash radius</font> to primary attack.
BuffDescription = <font color="#00ff00">Splash radius</font> increased.
TechScore = 3

[GT_T2_ROF]
Type = GameTech
TiType = WeaponTech
DisplayName = Improved Reload
ResearchTime = 0
ResourceCost = Ore(75), Energy(45)
RateOfFire = -20
Requires = Headquarters Lvl2
Description = Increase <font color="#00ff00">rate of fire by +29 rounds per minute</font>.
BuffDescription = Increased <font color="#00ff00">rate of fire</font>.
TechScore = 5

[GT_T2_ARMOR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corron Armor
ResearchTime = 0
ResourceCost = Ore(75), Energy(45)
ArmorClass = heavy armor
Requires = Headquarters Lvl2
Description = Upgrade to <font color="#00ff00">heavy armor</font> class.
TechScore = 5

[GT_T3_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Tarkon Plating
ResearchTime = 0
ResourceCost = Ore(125), Energy(75)
HitPoints = 100
HealAmount = 100
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+100 health</font>.
BuffDescription = Gains <font color="#00ff00">+100 health</font>.
TechScore = 8

[GT_T3_CRYSTAL_CHARGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Static Charge
ResearchTime = 0
ResourceCost = Ore(125), Energy(75)
GameTech = taser slow
WeaponClass = Plasma
Requires = Headquarters Lvl3
Description = Every hit <font color="#00ff00">slows target</font>.
BuffDescription = Hits <font color="#00ff00">slow targets</font>.
TechScore = 8

[AT_T1_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Stinger-Tech
ResearchTime = 0
ResourceCost = Ore(70), Energy(20)
Damage = 2
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+2 damage</font>.
BuffDescription = <font color="#00ff00">Damage</font> increased.
TechScore = 3

[AT_T1_ARMOR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Additional Armor
ResearchTime = 0
ResourceCost = Ore(70), Energy(20)
Armor = 2
Requires = Headquarters Lvl1
Description = Gains <font color="#00ff00">+2 armor</font>.
BuffDescription = <font color="#00ff00">Armor</font> increased.
TechScore = 3

[AT_T2_SPLASH]
Type = GameTech
TiType = WeaponTech
DisplayName = Logitik C1 Warheads
ResearchTime = 0
ResourceCost = Ore(105), Energy(30)
Area = 2
Requires = Headquarters Lvl2
Description = Adds <font color="#00ff00">+2 splash radius</font> to each rocket.
BuffDescription = Rockets do <font color="#00ff00">splash damage</font>.
TechScore = 5

[AT_T2_BURST]
Type = GameTech
TiType = WeaponTech
DisplayName = Capacity Increase
ResearchTime = 0
ResourceCost = Ore(105), Energy(30)
RateOfFireBurst = -5
BurstShots = 1
Requires = Headquarters Lvl2
Description = Fires an <font color="#00ff00">extra rocket</font>.
BuffDescription = Fires an <font color="#00ff00">extra rocket</font>.
TechScore = 5

[AT_T3_RANGE]
Type = GameTech
TiType = WeaponTech
DisplayName = RT Tracking System
ResearchTime = 0
ResourceCost = Ore(175), Energy(50)
AttackRange = 10
LOSRange = 10
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+ 10 attack range, +10 visual range</font>.
BuffDescription = Increased <font color="#00ff00">attack range</font> and <font color="#00ff00">visual range</font>.
TechScore = 8

[AT_T3_DAMAGE]
Type = GameTech
TiType = WeaponTech
DisplayName = Stinger-Tech MK II
ResearchTime = 0
ResourceCost = Ore(175), Energy(50)
Damage = 15
Requires = Headquarters Lvl3
Description = Gains <font color="#00ff00">+10 damage</font>.
BuffDescription = <font color="#00ff00">Damage</font> increased.
TechScore = 8

[RT_DETECT]
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Detection
ResearchTime = 0
Passive = yes
CloakRange = 25
Description = <font color="#00ff00">Detects cloaked</font> entities.
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.

[RT_T1_DEBUFF]
Type = GameTech
TiType = AuraTech
DisplayName = Weakness Scan
Description = <font color="#00ff00">Enemies</font> near the radar have their <font color="#00ff00">armor reduced by 1</font>.
TechsProvided = radar debuff
Requires = Headquarters Lvl1
ResearchTime = 0
ResourceCost = Ore(32), Energy(17)
TechScore = 2

[RADAR_DEBUFF]
Type = GameTech
TiType = AttackeeTech
DisplayName = Weakness Evaluation
Description = Armor Debuff
Armor = -1
BuffDescription = <font color="#ff0000">Armor reduced</font>.

[RT_T2_SCAN]
Type = GameTech
TiType = RemoteViewerTech
DisplayName = Scan
Description = Gains the ability to <font color="#00ff00">reveal a location</font> on the map for the duration of the ability.
RemoteViewRange = 60
RemoteViewArea = 15
Passive = no
Duration = 1000
Cooldown = 6000
Requires = Headquarters Lvl2
ResourceCost = Ore(56), Energy(26)
ResearchTime = 0
TechScore = 4

[RT_T3_HEALTH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Health and Armor Increase
ResearchTime = 0
ResourceCost = Ore(90), Energy(40)
Armor = 2
Health = 150
Requires = Headquarters Lvl3
ResearchTime = 0
Description = Gains <font color="#00ff00">+ 1 armor and +100 health</font>.
BuffDescription = <font color="#00ff00">Health and armor</font> increased.
TechScore = 7

[RT_T3_ARMOR]
Type = GameTech
TiType = AttackeeTech
DisplayName = Bulk Plating
ResearchTime = 0
ResourceCost = Ore(90), Energy(40)
ArmorClass = Building
Requires = Headquarters Lvl3
ResearchTime = 0
Description = Upgrades <font color="#00ff00">armor type to building</font>.
BuffDescription = Armor type upgraded to <font color="#00ff00">building</font>.
TechScore = 7

[LAND_MINE_CLOAK]
Type = GameTech
TiType = CloakTech
ResearchTime = 100
ReactivationTime = 500			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = no
Description = land mine cloak tech

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HERO UNIT ABILITIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRE_STEFIN_MEDBOT]
Type = GameTech
TiType = SummonTech
DisplayName = Stefin Medbot
Description = Oliver activates Blinky, his trusty <font color="#00ff00">medical droid</font>.
Minions = stefin medbot
Count = 1
Passive = no
Duration = 100
Cooldown = 2500
Requires = Headquarters Lvl1
ResearchTime = 0
ResourceCost = Ore(60), Energy(10)

[STEFIN_T1_ATTACKBOT]
Type = GameTech
TiType = SummonTech
DisplayName = Stefin Attackbot
Description = Oliver calls for Stumpy, his homicidal <font color="#00ff00">attack droid</font>.
Minions = stefin attackbot
Passive = no
Duration = 100
Cooldown = 1500

[STEFIN_T1_SHIELD]
Type = GameTech
TiType = ApplyTech
DisplayName = Mass Shield Generator
Description = Oliver provides <font color="#00ff00">nearby infantry with a temporary shield of 50 shield points that lasts 30 seconds</font>. The shields recharge for 25 shield points after 15 seconds.
TechToBeApplied = Stefin apply shield
Radius = 10
Passive = no
Cooldown = 6000
AffectFriendly = true
AffectEnemies = false

[STEFIN_APPLY_SHIELD]
Type = GameTech
TiType = ShieldTech
Description = 50 Shield for 30 seconds
ShieldHealthPoints = 50
ShieldRegenAmount = 25
ShieldRegenTime = 1500
ExpireTime = 3000
BuffDescription = Protected by a <font color="#00ff00">shield</font>.

[STEFIN_T2_HEADSHOT]
Type = GameTech
TiType = WeaponTech
DisplayName = Frenzy
CriticalHitChance = 50.0
RateOfFire = -30
Passive = no
Duration = 1000
Cooldown = 4000
Description = Oliver enters a frenzy. He <font color="#00ff00">fires faster and scores more criticals</font> while frenzied.

[STEFIN_T2_GRENADE]
Type = GameTech
TiType = AttackerTech
DisplayName = Suppression
Description = Target a location. All enemies within the target area have their Rate of Fire reduced.
SpecialWeapon = Stefin Grenade
Passive = yes

[AERYN_BUCKSHOT]
Type = GameTech
TiType = AttackerTech
DisplayName = Buckshot
SpecialWeapon = aeryn buckshot
Passive = yes
Description = Fire a missile at an enemy unit doing <font color="#00ff00">150 base damage</font>.

[AERYN_T1_LIFTMORALE]
Type = GameTech
TiType = ApplyTech
DisplayName = Battle Cry
TechToBeApplied = lift morale
Radius = 10
Passive = no
Cooldown = 4500
AffectFriendly = true
AffectEnemies = false
Description = All <font color="#00ff00">infantry</font> nearby gain <font color="#00ff00">+3 damage</font>.

[LIFT_MORALE]
Type = GameTech
TiType = WeaponTech
DisplayName = Command
Damage = 3
ExpireTime = 2500
Description = Increases the damage by +3
BuffDescription = <font color="#00ff00">Damage</font> increased.

[AERYN_T1_HEAL_GROUND]
Type = GameTech
TiType = AttackerTech
DisplayName = Nanobot Vortex
Description = Set up a short lived patch of healing nanobots at a target location. Ground units standing in the area of effect <font color="#00ff00">heal for 15 Health per second for 10 seconds.</font>
SpecialWeapon = Aeryn Ground Heal
Passive = Yes

[AERYN_HEAL_TECH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Dampening Field
Description = Aeryn creates a vortex of sugery happiness and healing energy.
HealAmount = 15
HealRate = 100
AffectFriendly = true
AffectEnemies = false
AppliedOnGroundDuration = 1000
BuffDescription = <font color="#00ff00">Being Healed</font>.

[AERYN_T2_CLOAK]
Type = GameTech
TiType = CloakTech
DisplayName = Personal Cloaking Field
Passive = no
Duration = 3000
Cooldown = 4500
ReactivationTime = 200	
CloakedWhenAttacking = off
Description = Becomes <font color="#00ff00">cloaked</font> for the duration of the ability.
BuffDescription = <font color="#00ff00">Cloaked</font>.

[AERYN_T2_SOLIDARITY]
Type = GameTech
TiType = AuraTech
TechsProvided = Aeryn Armor Aura
AuraRange = 21
DisplayName = Soldiarity
Description = Provide nearby allies with 2 Armor.

[AERYN_ARMOR_AURA]
Type = GameTech
TiType = AttackeeTech
DisplayName = Solidarity
Description = Aeryn's hotness encourages people to stay alive in the hopes...
BuffDescription = <font color="#00ff00">Increased Armor</font>
Armor = 2

[HERO_REGEN]
Type = GameTech
TiType = AttackeeTech
DisplayName = Regeneration
Passive = yes
HealAmount = 3
HealRate = 100

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE GAME TECHS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[INCREASE_POP_LIMIT_TECH]
Type = GameTech
TiType = 
DisplayName = Increase Pop Limit
Description = Zali use this order to increase pop limit
PopIncreasePerOrder = 10;
IncreasePopLimitDuration = 2500
IncreasePopLimitCost = Ore(13)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PRE-EXISTING ABILITIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[EVISCERATE]
Type = GameTech
TiType = AttackerTech
DisplayName = Eviscerate
Passive = yes
SpecialWeapon = Silence Morpher Knife
Description = The Listener slashes violently at a <font color="#00ff00">single target</font> dealing heavy damage. <font color="#00ff00">Highly effective vs light armor</font>.

[SPINE_DEVOUR] ; Spine
Type = GameTech
TiType = ConsumeUnitTech
DisplayName = Devour
Description = Gets the ability to <font color="#00ff00">devour a friendly Zali unit</font>, adding to its stock of <font color="#00ff00">Zali Remains</font>.
ConsumableUnits = Morpher, Exhaust, Pudge, Spine, Silence Morpher, Strife Morpher, Preservation Morpher, Spider, Creeper, Spine Drone lvl1, Spine Drone Lvl2
Passive = no
Duration = 100
Cooldown = 600
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500

[PUDGE_CORROSIVE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Pudge Bile
HealAmount = -4, -5, -7, -10
HealRate = 50
ExpireTime = 201
Description = Corrosive
BuffDescription = <font color="#ff0000">Taking acid damage</font>.

[SPIDER_AMMO_DISPENSER]
Type = GameTech
TiType = ResourceTech
;ResourceCapacityBonus = Salvage(3) , Energy(3)
Energy = 0.5
BurstMode = false
Description = The Siren <font color="#00ff00">provides Energy</font> to nearby units.
BuffDescription = Generating and <font color="#00ff00">providing Energy</font>.

[SPIDER_DETECTION]
Type = GameTech
TiType = CloakDetectionTech
Passive = yes
CloakRange = 24
Description = Gains the ability to <font color="#00ff00">detect cloaked entities</font>.
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.

[SPIDER_ARMOR]
Type = GameTech
TiType = AuraTech
DisplayName = Armor Aura
Description = The Siren provides an aura that <font color="#00ff00">increases the armor of nearby allies</font>. Stacks as <font color="#00ff00">1, 2, 3, 4, 5 armor</font>.
TechsProvided = Spider Armor Aura

[SPIDER_ARMOR_AURA] 
Type = GameTech
TiType = AttackeeTech
DisplayName = Siren Armor Aura
Description = Armor Aura
Armor = 1, 2, 3, 4, 5
BuffDescription = <font color="#00ff00">Armor</font> increased.

[SPIDER_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Personal Shield
Passive = yes
ShieldHealthPoints = 50
ShieldRegenAmount = 1
ShieldRegentime = 100
Description = Generates a <font color="#00ff00">shield</font> that <font color="#00ff00">prevents 50 damage</font>. <font color="#00ff00">Recharges at the rate of 1 shield point per second</font> out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.

[STRIFE_MORPHER_SURGE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Exalted
Passive = yes
HealAmount = 1
HealRate = 250
BuffDescription = The Striker regenerates 2 Health every 5 seconds.

[PRESERVATION_MORPHER_CORROSION]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corrosive
HealAmount = -10, -12, -14, -16, -18, -20, -22, -24
HealRate = 100
ExpireTime = 200
Description = Corrosive.
BuffDescription = <font color="#ff0000">Taking acid damage</font>.

[PRESERVATION_MORPHER_ANTI_AIR]
Type = GameTech
TiType = ApplyTech
DisplayName = Bring Them Down
Description = The Guardian focuses on nearby <font color="#00ff00">hostile aerial units</font> and does <font color="#00ff00">45 damage</font> to them.
Radius = 10.0
TechToBeApplied = bring them down
AffectFriendly = false
AffectEnemies = true
Passive = no
Cooldown = 2500
ApplyTechTime = 25

[BRING_THEM_DOWN]
Type = GameTech
TiType = AttackeeTech
HealAmount = -45.0
HealRate = -1
ExpireTime = 100
Description = Bring them Down
BuffDescription = <font color="#ff0000">Taking damage</font> from Guardian.

[CREEPER_DETECTION]
Type = CloakDetectionTech
Passive = yes
CloakRange = 30
Description = Detects cloaked units and buildings.
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ALTAR OF KNOWLEDGE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 4500
ResourceCost = Ore(115), Energy(40)
UnitType = Morpher
NewLevel = 1
Description = Increases Morpher stats.
DisplayName = Enlighten Morpher

[EXHAUST_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 5000
ResourceCost = Ore(140), Energy(45)
UnitType = Exhaust
NewLevel = 1
Description = Increases Exhaust stats.
DisplayName = Enlighten Exhaust

[SPINE_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 4500
ResourceCost = Ore(115), Energy(40)
UnitType = Spine
NewLevel = 1
Description = Increases Harvester stats.
DisplayName = Enlighten Harvester

[PUDGE_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 5000
ResourceCost = Ore(140), Energy(45)
UnitType = Pudge
NewLevel = 1
Description = Increases Pudge stats.
DisplayName = Enlighten Pudge

[SPIDER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 6000
ResourceCost = Ore(135), Energy(65)
UnitType = Spider
NewLevel = 1
Description = Increases Siren stats.
DisplayName = Enlighten Siren

[SILENCE_MORPHER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 7500
ResourceCost = Ore(150), Energy(50)
UnitType = Silence Morpher
NewLevel = 1
Description = Increases Listener stats.
DisplayName = Enlighten Listener

[STRIFE_MORPHER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 7500
ResourceCost = Ore(150), Energy(50)
UnitType = Strife Morpher
NewLevel = 1
Description = Increases Striker stats.
DisplayName = Enlighten Striker

[PRESERVATION_MORPHER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 7500
ResourceCost = Ore(150), Energy(50)
UnitType = Preservation Morpher
NewLevel = 1
Description = Increases Guardian stats.
DisplayName = Enlighten Guardian

[CREEPER_LEVEL_UP]
Type = GameTech
TiType = LevelUpTech
ResearchTime = 10000
ResourceCost = Ore(150), Energy(60)
UnitType = Creeper
NewLevel = 1
Description = Increases Zalir stats.
DisplayName = Enlighten Zalir

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T1_BUILD_TIME] ; Morpher
Type = GameTech
TiType = PeonTech
DisplayName = Gusto
Description = <font color="#00ff00">Decreases the time</font> it takes a Morpher to <font color="#00ff00">morph into a building by 35%</font>.
BuffDescription = <font color="#00ff00">Morphs into structures faster</font>.
BuildModifier = 35 ; in percent
Passive = yes
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
TechScore = 1

[SILENCE_T1_NITRO_BOOST] ; Exhaust
Type = GameTech
TiType = MoverTech
DisplayName = Shrill Haste
Description = Gains <font color="#00ff00">+5 movement speed</font> for the duration of the ability.
AdditionalSpeed = 5
passive = no
Duration = 500
Cooldown = 3000
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
TechScore = 3

[SILENCE_T1_BLEED] ; Exhaust
Type = GameTech
TiType = WeaponTech
DisplayName = Bleed
Description = The Exhaust's <font color="#00ff00">attacks rend its targets</font> causing them to do <font color="#00ff00">2 less damage</font>.
Weapon = exhaust rifle
WeaponClass = Piercing
GameTech = exhaust bleed
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(60), Energy(10)
TechScore = 3

[EXHAUST_BLEED]
Type = GameTech
TiType = WeaponTech
Damage = -2
ExpireTime = 200
DisplayName = Bloodied
Description = Descreases the damage a target does
BuffDescription = <font color="#ff0000">Damage reduced</font>.

[SILENCE_T1_DETECTION_BURST] ; Spine
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Detection
Description = Gains the ability to <font color="#00ff00">detect cloaked entities</font>.
CloakRange = 20
Passive = yes
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
TechScore = 1

[SILENCE_T1_SLOW_PULSE] ; kobaloi
Type = GameTech
TiType = ApplyTech
DisplayName = Fly Trap
Description = Gains the ability to <font color="#ff0000">slow nearby enemies by 3</font> when activated.
Radius = 21.0
TechToBeApplied = kobaloi trap
Passive = no
Cooldown = 3000
AffectFriendly = false
AffectEnemies = true
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
TechScore = 1

[KOBALOI_TRAP] ; by preservation t3 heal burst
Type = GameTech
TiType = MoverTech
AdditionalSpeed = -3
ExpireTime = 500
BuffDescription = Slowed.

[SILENCE_T1_CLOAK_SIL] ; Silence Morpher
Type = GameTech
TiType = CloakTech
DisplayName = Stealth
Description = The Listener will remain <font color="#00ff00">cloaked until it attacks or is detected</font>.
ReactivationTime = 200			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = no
Passive = yes
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
TechScore = 3

[SILENCE_T1_HUSTLE] ; Pudge
Type = GameTech
TiType = WeaponTech
DisplayName = Double Shot
Description = The Pudge's standard attack fires <font color="#00ff00">two shots in quick succession</font>.
Weapon = pudge rifle
BurstShots = 1
Requires = Temple of Silence
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
BuffDescription = Fires two shots at once
TechScore = 3

[SILENCE_T1_POISON]
Type = GameTech
TiType = WeaponTech
DisplayName = Zali Venom
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
Weapon = Kobaloi Turret Gun
WeaponClass = Corrosive
GameTech = Kobaloi Poison
Requires = Temple of Silence
Description = Poisons its targets with a zali venom. Does <font color="#00ff00">4 damage per second for 2 seconds</font>. Does not stack.
TechScore = 3

[KOBALOI_POISON]
Type = GameTech
TiType = AttackeeTech
DisplayName = Zali Venom
HealAmount = -4
HealRate = 100
ExpireTime = 201
Description = Kobaloi Poison
BuffDescription = <font color="#ff0000">Taking corrosive damage</font>.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T2_SNARE] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Frozen Accord
Description = All <font color="#00ff00">nearby units (allied and enemy) are frozen</font> to the spot for the duration of the ability.
Radius = 15
TechToBeApplied = spider snare
Passive = no
Cooldown = 6000
Requires = Greater Temple of Silence
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
AffectFriendly = false
AffectEnemies = true
TechScore = 7

[SPIDER_SNARE]
Type = GameTech
TiType = DisableComponentTech
AffectFriendly = true
AffectEnemies = true
ExpireTime = 500
Components = Mover
Description = Freezes units for 5 sec.
BuffDescription = <font color="#ff0000">Unit frozen</font>.
DisplayName = Frozen Accord

[SILENCE_T2_DAMPENING_FIELD] ; Spider
Type = GameTech
TiType = AttackerTech
DisplayName = Dampening Field
Description = Gains the ability to lay down an armor reducing field on the ground that <font color="#00ff00">reduces 5 armor for all enemy entities for 10 seconds</font>.
SpecialWeapon = Spider Dampening Field Gun
Passive = yes
Requires = Greater Temple of Silence
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
TechScore = 7

[DECREASE_ARMOR] ; applied by spider dampening field gun
Type = GameTech
TiType = AttackeeTech
DisplayName = Dampening Field
Description = The Siren lays down an armor reducing field on the ground
Armor = -5
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = 1000
BuffDescription = <font color="#ff0000">Armor reduced</font>.

[SILENCE_T2_PLASMA_GRENADE] ; Silence Morpher
Type = GameTech
TiType = AttackerTech
DisplayName = Plasma Grenade
Description = The Listener gains the ability to throw a plasma grenade at a target location. It deals <font color="#00ff00">65 damage and has a splash radius of 5</font>.
SpecialWeapon = Silence Plasma Grenade
Passive = yes
Requires = Greater Temple of Silence
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
TechScore = 5

[SILENCE_T2_DARKNESS] ; Silence Morpher
Type = GameTech
TiType = AttackerTech
DisplayName = Darkness
Description = The Listener calls upon the power of Wujyn to <font color="#00ff00">blind all those who enter the targeted region</font>. This darkening will persist for <font color="#00ff00">10 seconds</font>.
SpecialWeapon = Silence Smoke Gun
Passive = yes
Requires = Greater Temple of Silence
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
TechScore = 5

[DARKNESS_SMOKE] ; applied by spider smoke gun
Type = GameTech
TiType = SmokeTech
DisplayName = Darkness
Description = Smoke grenade that obscures allies for a short period of time.
AppliedOnGroundDuration = 1000
Passive = yes
BuffDescription = <font color="#ff0000">Blinded</font>.

[SILENCE_T2_RAPID_SHOT] ; pudge
Type = GameTech
TiType = AttackerTech
DisplayName = Rabid Fire
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
SpecialWeapon = pudge rapid shot
Requires = Greater Temple of Silence
Description = The Pudge fires a <font color="#00ff00">burst of 5 shots</font> in quick succession. This alacrity comes <font color="#ff0000">at the cost of accuracy</font>.
TechScore = 5

[SILENCE_T2_SENTRIES_MARK_2] ; Spine
Type = GameTech
TiType = SummonTech
DisplayName = Knitter Drones
Description = Allows the Harvester to <font color="#00ff00">build 2 Mesh Knitter Drones</font> that will heal <font color="#00ff00">nearby Zali allies for 5 health per 2 seconds</font>.
Minions = spine drone lvl2
Count = 2
Passive = no
Duration = 100
Cooldown = 1500
Requires = Greater Temple of Silence
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 5

[SILENCE_T2_CLOAK_KOBALOI] ; Kobaloi Turret
Type = GameTech
TiType = CloakTech
DisplayName = Stealth
Description = <font color="#00ff00">Becomes cloaked</font> until it attacks or is detected.
ReactivationTime = 200			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = no
Passive = yes
Requires = Greater Temple of Silence
ResearchTime = 4500
ResourceCost = Ore(75), Energy(35)
BuffDescription = <font color="#00ff00">Cloaked</font>.
TechScore = 5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T3_SPEED_AURA] ; Spider
Type = GameTech
TiType = AuraTech
DisplayName = Ode of Hastening
Description = All <font color="#00ff00">nearby friendly units gain +2 movement speed</font>.
TechsProvided = Spider Speed Aura
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
TechScore = 9

[SPIDER_SPEED_AURA] ; by Spider speed aura
Type = GameTech
TiType = MoverTech
DisplayName = Siren Hastening
Description = +2 Movement Speed
AdditionalSpeed = 2
BuffDescription = <font color="#ff0000">Hastened</font>.

[SILENCE_T3_SHREDDER] ; Silence Morpher
Type = GameTech
TiType = WeaponTech
DisplayName = Shredder
Description = The Listener <font color="#00ff00">damages armor when attacking enemies</font>, reducing it over time. Stacks as <font color="#00ff00">1, 2, 3 armor reduction</font>.
Weapon = silence morpher rifle
GameTech = Silence Morpher Shredder
WeaponClass = Plasma
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
BuffDescription = Can Fire while mobile.
TechScore = 7

[SILENCE_MORPHER_SHREDDER]
Type = GameTech
TiType = AttackeeTech
Armor = -1, -2, -3
ExpireTime = 35
Description = Reduces the armor of targets
BuffDescription = <font color="#ff0000">Armor reduced</font>.

[SILENCE_T3_ARC_BLAST] ; Creeper
Type = GameTech
TiType = AttackerTech
DisplayName = Bhasma
Description = The Zalir gets the ability to fire a <font color="#00ff00">powerful burst of energy in an arc</font> in front of him. It deals <font color="#00ff00">150 damage</font> with <font color="#00ff00">25 range</font>.
SpecialWeapon = Creeper Arc Blast
Passive = yes
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
TechScore = 10

[SILENCE_T3_CLOAK] ; Creeper
Type = GameTech
TiType = CloakTech
DisplayName = Stealth
Description = Gains the ability to go <font color="#00ff00">cloaked</font> for the duration of the ability, <font color="#00ff00">even while attacking</font>.
ReactivationTime = 300			; cloak can reactivate if idle(neither attacking nor under attack) for this time. should not be -1
CloakedWhenAttacking = yes
Duration = 500
Cooldown = 4500
Passive = no
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
TechScore = 10

[SILENCE_T3_TURRET_RANGE] ; All Turrets
Type = GameTech
TiType = WeaponTech
DisplayName = Turret Range
Description = All<font color="#00ff00"> Zali turrets</font> gain <font color="#00ff00">+6 attack range</font> and <font color="#00ff00">+6 visual range</font>.
AttackRange = 6
LOSRange = 6
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
BuffDescription = Visual and Attack Range increased.
TechScore = 7

[SILENCE_T3_PHOENIX_ROF] ; Phoenix Turret
Type = GameTech
TiType = WeaponTech
DisplayName = Phoenix RoF
Description = Increases the Phoenix's <font color="#00ff00">rate of fire by 14 rounds per minute</font>.
RateOfFire = -40
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
BuffDescription = <font color="#00ff00">Rate of fire</font> increased.
TechScore = 9

[SILENCE_T3_ROF] ; All Units
Type = GameTech
TiType = WeaponTech
DisplayName = Mark of Wujyn
Description = <font color="#00ff00">All Zali units</font> have their <font color="#00ff00">rate of fire increased</font>.
RateOfFire = -10
Requires = Grand Temple of Silence
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
BuffDescription = Increased <font color="#00ff00">rate of fire</font>.
TechScore = 7

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T1_EXTREME_COVER] ; Morpher
Type = GameTech
TiType = AttackeeTech
DisplayName = Low Profile
Description = Gains <font color="#00ff00">+2 armor when in cover</font>.
ArmorShortWallBonus = 2
Passive = yes
Requires = Temple of Strife
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
BuffDescription = Gains <font color="#00ff00">additional armor when in cover</font>.
TechScore = 1

[STRIFE_T1_DAMAGE] ; Exhaust
Type = GameTech
tiType = WeaponTech
DisplayName = Tri-Prism Flux
Description = Gains <font color="#00ff00">+5 damage vs light armor</font>.
Weapon = exhaust rifle
ExtraDamageToArmorClass = 5, 0, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Passive = yes
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = Increased Damage
TechScore = 3

[STRIFE_T1_ACID_POOL] ; Pudge
Type = GameTech
TiType = WeaponTech
DisplayName = Desecrate Ground
Description = The Pudge desecrates the ground with every attack, doing <font color="#00ff00">12 damage per second to all entities above it for 5 seconds</font>. Stacks as <font color="#00ff00">17, 19, 21, 23, 25 damage</font>.
GameTech = Pudge Pool
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 3

[PUDGE_POOL]
Type = GameTech
TiType = AttackeeTech
DisplayName = Acid Pool
Description = Damages all enemy units that walk over it.
HealAmount = -17, -19, -21, -23, -25
HealRate = 100
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = 500
BuffDescription = <font color="#ff0000">Taking acid damage</font>.

[STRIFE_T1_INCREASE_RANGE] ; Pudge
Type = GameTech
tiType = WeaponTech
DisplayName = Diaphragmatic Boost
Description = The Pudge gains <font color="#00ff00">+10 attack range</font>.
AttackRange = 10
Passive = yes
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = Increased <font color="#00ff00">attack range</font>.
TechScore = 3

[STRIFE_T1_AMMO] ; Spine
Type = GameTech
TiType = ResourceTech
;ResourceCapacityBonus = Salvage(3) , Energy(3)
Energy = 0.3
BurstMode = false
DisplayName = Supply Energy
Description = Gains the ability to <font color="#00ff00">provide nearby allies with Energy</font>.
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = <font color="#00ff00">Providing Energy</font>.
TechScore = 1

[STRIFE_T1_ADD_SPLASH_EFFECT] ; Strife Morpher
Type = GameTech
TiType = WeaponTech
DisplayName = Explosive Vyl
Description = The Striker's attacks gain the ability to do <font color="#00ff00">splash damage with radius 2</font> for the duration of the ability.
Weapon = strife morpher rifle
WeaponClass = Plasma
Area = 2
Passive = no
Duration = 500
Cooldown = 3500
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = Dealing <font color="#00ff00">splash damage</font>.
TechScore = 3

[STRIFE_T1_BATTLE_READY] ; Morpher
Type = GameTech
TiType = WeaponTech
DisplayName = Battle Morpher
Description = The Morpher is now equipped for war. Gains <font color="#00ff00">+2 damage vs light armor and +6 vs medium armor</font>.
WeaponClass = Piercing
ExtraDamageToArmorClass = 2, 6, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Passive = yes
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 1

[STRIFE_T1_DHANSU] ; Hydra
Type = GameTech
TiType = WeaponTech
DisplayName = Dhansu
Description = The Hydra gains <font color="#00ff00">+4 damage vs light armor</font> and <font color="#00ff00">+4 damage vs medium armor</font>.
Weapon = Hydra Turret Gun
WeaponClass = Corrosive
ExtraDamageToArmorClass = 4, 4, 0, 0 ; extra damage to armor classes : light, medium, heavy, building
Passive = yes
Requires = Temple of Strife
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T2_OVERWHELM] ; Exhaust
Type = GameTech
TiType = ApplyTech
DisplayName = Overwhelm
Description = The Exhaust fires a pulse from its being that <font color="#00ff00">decreases the armor by of all enemy units in range by 3 for 10 seconds</font>.
TechToBeApplied = Exhaust Overwhelm
Cooldown = 6000
Passive = no
Radius = 12.0
AffectFriendly = false
AffectEnemies = true
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 7

[EXHAUST_OVERWHELM] ; by strife t2 overwhelm
Type = GameTech
TiType = AttackeeTech
ExpireTime = 1000
Armor = -3
Description = -3 Armor for 10 seconds
BuffDescription = <font color="#ff0000">Armor reduced</font>. Overwhelmed.

[STRIFE_T2_DISMANTLE] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Discordant Bond
Description = The Siren <font color="#00ff00">locks down an enemy unit</font> for the duration of the ability.
TechToBeApplied = Spider Dismantle
ApplyTechTime = 200
Duration = 1000
Cooldown = 6000
Range = 3
Radius = 0
Passive = no
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
AffectFriendly = false
AffectEnemies = true
TechScore = 7

[SPIDER_DISMANTLE] ; tech to be applied by Spider
Type = GameTech
TiType = DisableComponentTech
AffectFriendly = false
AffectEnemies = true
ExpireTime = 500
Components = Orderable, Attacker
Description = Immobilizes unit for 5 sec.
BuffDescription = <font color="#ff0000">Immobilized and stunned</font>.
DisplayName = Dischordant Bond

[STRIFE_T2_SPIDER_DAMAGE_AURA] ; Spider
Type = GameTech
TiType = AuraTech
DisplayName = Combat Cadence
Description = Siren increases the <font color="#00ff00">damage of nearby units by 2</font>. Stacks as <font color="#00ff00">2, 4, 6 damage</font>.
TechsProvided = spider Damage
Passive = yes
AffectFriendly = true
AffectEnemies = False
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 7

[SPIDER_DAMAGE] ; by strife t2 spider damage aura
Type = GameTech
TiType = WeaponTech
DisplayName = War Chanting
Description = Increases the damage by +2 (stacks 3 times)
Damage = 2,4,6
BuffDescription = <font color="#00ff00">Damage increased</font>. Inspired.

[STRIFE_T2_LEVITATE] ; Strife Morpher
Type = GameTech
TiType = LevitationTech
DisplayName = Levitate
Description = Gains the ability to <font color="#00ff00">levitate</font> for the duration of the ability, <font color="#00ff00">temporarily becoming an air unit</font>.
TimeToLevitate = 100
Duration = 1000
Cooldown = 5000
Passive = no
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 5

[STRIFE_T2_NO_ESCAPE]
Type = GameTech
TiType = WeaponTech
DisplayName = No Escape
GameTech = no escape
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
Description = Each attack <font color="#00ff00">slows the Striker's targets</font> for a short duration, ensuring they don't leave battle.
BuffDescription = Attacks slowdown targets.
TechScore = 5

[NO_ESCAPE]
Type = GameTech
TiType = MoverTech
DisplayName = No Escape
AdditionalSpeed = -3
ExpireTime = 75
Description = Reduces movement speed
BuffDescription = <font color="#ff0000">Movement speed</font> reduced.

[STRIFE_T2_TURRET_DAMAGE] ; All Turrets
Type = GameTech
TiType = WeaponTech
DisplayName = Increase Damage
Description = All <font color="#00ff00">Zali Turrets</font> gain <font color="#00ff00">+5 damage</font>.
BuffDescription = Damage Increased by 5
Damage = 5
Passive = yes
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
BuffDescription = <font color="#00ff00">Damage</font> increased.
TechScore = 5

[STRIFE_T2_HYDRA_DAMAGE_AURA] ; Hydra Turret
Type = GameTech
TiType = AuraTech
DisplayName = Hydra Head Aura
Description = Hydra Turrets <font color="#00ff00">increase the damage of nearby Zali Turrets by +5</font>. Stacks as <font color="#00ff00">5, 8, 10 damage</font>.
TechsProvided = HT Damage
Passive = yes
Requires = Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 5

[HT_DAMAGE] ; by strife t2 hydra damage aura
Type = GameTech
TiType = WeaponTech
DisplayName = Hydra Head
Description = Increases the damage by +5
Damage = 5,8,10
BuffDescription = <font color="#00ff00">Damage</font> increased.

[STRIFE_T2_DEATH_RAY] ;harvester
Type = GameTech
TiType = AttackerTech
DisplayName = Vengeance of the Lost
Description = The Harvester <font color="#00ff00">sears a single target for 200 damage with a range of 25</font>. This attack <font color="#00ff00">consumes Zali Remains</font> and not Energy.
SpecialWeapon = Spine Death Ray
Passive = yes
Requires =Greater Temple of Strife
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T3_DARK_BINDING] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Debilitating Herald
Description = <font color="#00ff00">Saps nearby enemies of 5 Energy</font> when activated.
TechToBeApplied = spider binding
Cooldown = 6000
Passive = no
Radius = 6.0
AffectFriendly = false
AffectEnemies = true
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 9

[SPIDER_BINDING] ; by strife t2 dark binding
Type = GameTech
TiType = ResourceTech
ResourceCapacityBonus = Salvage(-3) , Energy(-3)
;ResourceRegenAmount = 0.1
Energy = -5
ResourceRegenRate = 100
Description = +5 Damage and .1 rof
BuffDescription = <font color="#ff0000">Energy lost</font>.
DisplayName = Debilitating Herald

[STRIFE_T3_ARC_BLAST] ; Strife Morpher
Type = GameTech
TiType = AttackerTech
DisplayName = Arc Blast
Description = The Striker fires an arc of energy in front of it, dealing <font color="#00ff00">80 damage with a range of 14</font>.
SpecialWeapon = Strife Arc Blast
Passive = yes
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 7

[STRIFE_T3_HYPER_BEAM] ; Creeper
Type = GameTech
TiType = AttackerTech
DisplayName = Brahmastra
Description = The Zalir fires a powerful <font color="#00ff00">plasma blast in a straight line</font> after a brief charge up time, dealing <font color="#00ff00">300 damage with a range of 40</font>.
SpecialWeapon = Creeper Hyper Beam
Passive = yes
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 10

[STRIFE_T3_LEAD_CHARGE] ; Creeper
Type = GameTech
TiType = ShieldTech
DisplayName = Lead the Charge
ShieldHealthPoints = 150
Description = Upon activation, the Zalir will gain a <font color="#00ff00">temporary shield of 150 HP for the duration of the ability</font>.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
ShieldRegenAmount = 5
ShieldRegentime = 1500
Passive = no
Duration = 1000
Cooldown = 8000
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 10

[STRIFE_T3_TURRET_DAMAGE] ; All Turrets
Type = GameTech
TiType = WeaponTech
DisplayName = Increase Damage
Description = All <font color="#00ff00">Zali Turrets</font> gain <font color="#00ff00">+10 damage</font>.
Damage = 10
Passive = yes
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
BuffDescription = Increased Damage
TechScore = 7

[STRIFE_T3_FIERY_DEATH] ; Phoenix Turret
Type = GameTech
TiType = ExplodeTech
DisplayName = Fiery Death
Description = <font color="#00ff00">When destroyed</font>, the Phoenix turret does <font color="#00ff00">150 damage to all nearby enemies</font>.
BuffDescription = The Phoenix will explode violently on death.
WeaponClass = Explosive
Damage = 150.0
Area = 24.0
AffectFriendly = false
AffectEnemies = true
InitialWaitTime = 50
ExplodeOnDeath = true
ExplodeOrder = false
DamageToWallFactor = 2
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Weaponclass = Explosive
Passive = no
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 9

[STRIFE_T3_HEALTH] ; All Unit
Type = GameTech
TiType = AttackeeTech
DisplayName = Constituents of War
Description = <font color="#00ff00">All units</font> gain <font color="#00ff00">+50 health</font>.
HitPoints = 50
HealAmount = 50
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
BuffDescription = Increased <font color="#00ff00">health</font>.
TechScore = 7

[STRIFE_T3_UNYIELDING] ; Spine
Type = GameTech
TiType = HealerTech
DisplayName = Unyielding Spirit
Description = The Harvester gains the ability to <font color="#00ff00">heal single allied units by 7 Health per 2 seconds</font> but has <font color="#ff0000">reduced repairing ability by 2 Health per 2 seconds</font>.
Passive = yes
HealOrganic = true
RepairVehicles = true
HealAmount = -1.5
Requires = Grand Temple of Strife
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DISASSEMBLE_TECH] ; All Turrets
Type = GameTech
DisplayName = Disassemble
Description = Turrets gain the ability to <font color="#00ff00">regain their original Morpher state when disassembled</font>.
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 3

[PRESERVATION_T1_POD_CAPACITY] ; Pudge
Type = GameTech
TiType = UnitHolderTech
DisplayName = Drop Pod Capacity
Description = Increase the Pudge's <font color="#00ff00">holding capacity by 2</font>.
IncreaseCargoSize = 30
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = Increased Pod Capacity. (+2)
TechScore = 3

[PRESERVATION_T1_SHIELD_SPINE] ; Spine
Type = GameTech
TiType = ShieldTech
DisplayName = Shield Generator
Description = Generates a <font color="#00ff00">shield that prevents 50 damage</font>. <font color="#00ff00">Recharges at the rate of 1 shield point per second</font> out of battle.
BuffDescription = Protected by a <font color="#00ff00">shield</font>.
ShieldHealthPoints = 50
ShieldRegenAmount = 1
ShieldRegentime = 100
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 1

[PRESERVATION_T1_HARVEST_CAPACITY] ; Spine
Type = GameTech
TiType = ResourceTech
DisplayName = Increase Harvest
Description = Gains the ability to <font color="#00ff00">hold 50 extra Zali Remains</font>.
ResourceCapacityBonus = Salvage(50)
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 1

[PRESERVATION_T1_IN_DEATH] ; Preservation Morpher
Type = GameTech
TiType = ApplyTech
DisplayName = Preservation in Death
Description = <font color="#00ff00">Upon dying</font>, the Guardian will <font color="#00ff00">heal all nearby allies for 35 health</font>.
Passive = yes
TechToBeApplied = aoe heal on death
AffectFriendly = true
AffectEnemies = false
Radius = 5.0
ApplyOnDeath = true
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
BuffDescription = The Guardian will <font color="#00ff00">heal all nearby allies upon dying</font>.
TechScore = 3

[AOE_HEAL_ON_DEATH] ; by preservation t1 in death
Type = GameTech
TiType = AttackeeTech
Description = Preservation in Death
HealAmount = 35.0
ExpireTime = 100

[PRESERVATION_T1_DETECTION] ; All turrets
Type = GameTech
TiType = CloakDetectionTech
DisplayName = Cloak Detection
Description = <font color="#00ff00">All turrets</font> gain the ability to <font color="#00ff00">detect cloaked </font>entities.
CloakRange = 23
Passive = yes
Requires = Temple of Preservation
ResearchTime = 3500
ResourceCost = Ore(50), Energy(25)
BuffDescription = <font color="#00ff00">Detecting cloaked</font> entities.
TechScore = 3

[PRESERVATION_T1_HEAL_AURA] ; Spine
Type = GameTech
TiType = AuraTech
DisplayName = Heal Aura
Description = The Harvester gains an aura that <font color="#00ff00">heals nearby allies for 1 health per second</font>. Stacks as <font color="#00ff00">1, 2, 3 health per second</font>.
TechsProvided = Spine Heal Aura
Requires = Temple of Preservation
ResourceCost = Ore(50), Energy(25)
ResearchTime = 3500
TechScore = 1

[SPINE_HEAL_AURA] ; spine
Type = GameTech
TiType = AttackeeTech
DisplayName = Heal Aura
Description = Heal regen
HealAmount = 1, 2, 3
HealRate = 100
BuffDescription = <font color="#00ff00">Regenerating health</font>.

[PRESERVATION_T1_BREAK]
Type = GameTech
TiType = WeaponTech
DisplayName = Break
Description = The Cerberus breaks the will of its enemies, <font color="#00ff00">reducing the rate of fire of its targets by a small amount</font>.
ResearchTime = 3500
ResourceCost = Ore(50), Energy (25)
Requires = Temple of Preservation
Weapon = Cerberus Turret Gun
GameTech = Cerberus Break
TechScore = 3

[CERBERUS_BREAK]
Type = GameTech
TiType = WeaponTech
DisplayName = Break
BuffDescription = <font color="#ff0000">Rate of fire reduced</font> by Cerberus Turret.
RateOfFire = 15
ExpireTime = 200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRESERVATION_T2_REBIRTH] ; All Units
Type = GameTech
TiType = RebirthTech
DisplayName = Karz
Description = Every Zali unit that dies has a <font color="#00ff00">20% chance of coming back to life with 40% base health</font>. A unit can come back to life only once.
RebirthChance = 20
RebirthHealth = 40
RebirthTime = 300
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
BuffDescription = There's a chance this unit can <font color="#00ff00">resurrect itself after being killed</font>.
TechScore = 5

[PRESERVATION_T2_SYMBIOTE] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Symbiote
Description = The Siren gains the ability to spawn a symbiotic nymphite on an <font color="#00ff00">allied unit</font>, providing it <font color="#00ff00">+5 armor and 20 health per second for 10 seconds</font>.
Range = 15.0
TechToBeApplied = Spider Symbiote
Passive = no
Cooldown = 1500
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
AffectFriendly = true
AffectEnemies = false
TechScore = 7

[SPIDER_SYMBIOTE] ; by preservation t2 symbiote
Type = GameTech
TiType = AttackeeTech
DisplayName = Armor
Description = 2 armor for 10 seconds. Also gains 20 health every second while Symbiote is active.
Armor = 2
HealAmount = 20
HealRate = 100
ExpireTime = 1000
BuffDescription = <font color="#00ff00">Armor</font> increased. <font color="#00ff00">Regenerating health</font>.

[PRESERVATION_T2_PROVIDE_SHIELD] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Provide Shield
Description = The Siren gains the ablity to provide <font color="#00ff00">all nearby allies with a temporary shield of 75 shield points</font>. Does not stack.
Radius = 10
TechToBeApplied = spider temp shield
Passive = no
Cooldown = 9000
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
AffectFriendly = true
AffectEnemies = false
TechScore = 7

[SPIDER_TEMP_SHIELD] ; by preservation t2 provide shield
Type = GameTech
TiType = ShieldTech
DisplayName = Shield
Description = 75HP shield for 10seconds.
ShieldHealthPoints = 75
ShieldRegenAmount = 1
ShieldRegentime = 1000
ExpireTime = 1000
BuffDescription = Protected by a <font color="#00ff00">shield</font>.

[PRESERVATION_T2_SHIELD] ; Preservation Morpher
Type = GameTech
TiType = ShieldTech
DisplayName = Shield
Description = Gains a <font color="#00ff00">shield</font> that can <font color="#00ff00">prevent 100 damage</font>. Regenerates at the rate of <font color="#00ff00">5 shield points per second</font> out of battle.
BuffDescription = Protected by a Shield.
ShieldHealthPoints = 100
ShieldRegenAmount = 5
ShieldRegentime = 100
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 5

[PRESERVATION_T2_AGES] ; Preservation Morpher
Type = GameTech
TiType = AttackeeTech
DisplayName = Through the Ages
Description = The Guardian <font color="#00ff00">regenerates 15 health per second and gains +2 armor</font> for the duration of the ability.
HealAmount = 15
HealRate = 100
Armor = 2
Passive = no
Duration = 1000
Cooldown = 3000
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
TechScore = 5

[PRESERVATION_T2_SPEED] ; Spine
Type = GameTech
TiType = ApplyTech
DisplayName = Chrono-Warp
Description = All nearby allies have their<font color="#00ff00"> Movement Speed increased by 5 for 5 seconds</font> when activated.
Radius = 20
TechToBeApplied = Spine Chronowarp
Passive = no
Cooldown = 3000
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
BuffDescription = Increases <font color="#00ff00">movement speed</font> when activated.
AffectFriendly = true
AffectEnemies = false
TechScore = 5

[SPINE_CHRONOWARP]
Type = GameTech
TiType = MoverTech
DisplayName = Chrono-Warp
Description = Hastens allies.
BuffDescription = Speed increased. Feeling the effects of time phase lapses.
AffectFriendly = true
AffectEnemies = false
AdditionalSpeed = 5
ExpireTime = 500

[PRESERVATION_T2_IT_STINGS] ; Cerberus Turret
Type = GameTech
TiType = WeaponTech
DisplayName = It Stings
Description = Add <font color="#00ff00">splash damage with radius 2</font> to the Cerberus Turret's attacks.
Area = 2
WeaponClass = Piercing
Passive = yes
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
BuffDescription = Dealing <font color="#00ff00">splash damage</font>.
TechScore = 5

[PRESERVATION_T2_JHAKAS]
Type = GameTech
TiType = ApplyTech
DisplayName = Jhakas
Description = Gains the ability to <font color="#00ff00">increase the damage of nearby Exhausts by 1 damage for 5 seconds</font>. Stacks as <font color="#00ff00">1, 2, 3, 4, 5 damage</font>.
TechToBeApplied = exhaust jhakas
Cooldown = 3000
Passive = no
Radius = 10.0
AffectFriendly = true
AffectEnemies = false
Requires = Greater Temple of Preservation
ResourceCost = Ore(75), Energy(35)
ResearchTime = 4500
AffectFriendly = true
AffectEnemies = false
TechScore = 5

[EXHAUST_JHAKAS]
Type = GameTech
TiType = WeaponTech
Damage = 1, 2, 3, 4, 5
ExpireTime = 500
DisplayName = Jhakas
BuffDescription = <font color="#00ff00">Damage</font> increased by Exhaust.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRESERVATION_T3_HEAL_BURST] ; Spider
Type = GameTech
TiType = ApplyTech
DisplayName = Revitalizing Chord
Description = Gains the ability to <font color="#00ff00">heal all nearby allies for 50 health each</font>.
Radius = 15.0
TechToBeApplied = spider aoe heal burst
Passive = no
Cooldown = 6000
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
AffectFriendly = true
AffectEnemies = false
TechScore = 9

[SPIDER_AOE_HEAL_BURST] ; by preservation t3 heal burst
Type = GameTech
TiType = AttackeeTech
HealAmount = 50.0
ExpireTime = 100
Description = Spider AoE Heal Burst

[PRESERVATION_T3_GROUND_SLAM] ; Preservation Morpher
Type = GameTech
TiType = ApplyTech
DisplayName = Ground Slam
Description = The Guardian unleashes a surge of energy, damaging all nearby enemies for <font color="#00ff00">15 damage per second for 10 seconds</font>.
Radius = 7.0
TechToBeApplied = ground slam
AffectFriendly = false
AffectEnemies = true
Passive = no
Cooldown = 6000
ApplyTechTime = 200
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 7

[GROUND_SLAM] 
Type = GameTech
TiType = AttackeeTech
HealAmount = -15.0
HealRate = 100
ExpireTime = 1000
Description = Ground Slam
BuffDescription = <font color="#ff0000">Taking damage</font> from Guardian's Ground Slam ability.

[PRESERVATION_T3_ARMOR_AURA] ; Creeper
Type = GameTech
TiType = AuraTech
DisplayName = Armor Aura
Description = All <font color="#00ff00">nearby allied units gain +2 armor</font>. Stacks as <font color="#00ff00">2, 4, 6 armor</font>.
TechsProvided = Creeper Armor
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 10

[CREEPER_ARMOR] ; by preservation t3 armor aura
Type = GameTech
TiType = AttackeeTech
DisplayName = Zalir Armor Aura
Description = Zalir armor aura.
Armor = 2, 4, 6
BuffDescription = Increased <font color="#00ff00">armor</font>.

[PRESERVATION_T3_LAST_RITES] ; Creeper
Type = GameTech
TiType = AttackerTech
DisplayName = Last Rites
Description = The Zalir gains the ability to energize a target location. All <font color="#00ff00">enemies within the target area will suffer 30 damage per second for 5 seconds</font>.
SpecialWeapon = Creeper Last Rites
Passive = yes
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
TechScore = 10

[PRESERVATION_T3_PHOENIX_DEBRIS] ; Phoenix Turret
Type = GameTech
TiType = ResourceFactoryTech
DisplayName = Phoenix Debris
Description = The Phoenix Turret <font color="#00ff00">drops Zali Remains every 15 seconds</font>.
ResourceRate = 2000
ResourceAmount = 5
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60)
ResearchTime = 6000
BuffDescription = Drops salvage nearby for the Harvester to pick up.
TechScore = 9

[PRESERVATION_T3_REGEN] ; all units
Type = GameTech
TiType = AttackeeTech
DisplayName = Thris' Might
Passive = yes
HealAmount = 1
HealRate = 200
Requires = Grand Temple of Preservation
ResearchTime = 6000
ResourceCost = Ore(125), Energy(60)
Description = <font color="#00ff00">All Zali units regenerate 1 health per 2 seconds</font>.
TechScore = 7
BuffDescription = <font color="#00ff00">Regenerating health</font>.

[PRESERVATION_T3_TURRET_HEALTH] ; All Turrets
Type = GameTech
TiType = AttackeeTech
DisplayName = Increase Health
Description = All<font color="#00ff00"> Zali Turrets</font> gain <font color="#00ff00">+150 health</font>.
HitPoints = 150
HealAmount = 150
Passive = yes
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy(60))
ResearchTime = 6000
BuffDescription = Increased <font color="#00ff00">health</font>.
TechScore = 7

[PRESERVATION_T3_DESECRATE]
Type = GameTech
TiType = AttackerTech
DisplayName = Thris' Touch
Description = The Exhaust fires a powerful blast of energy that damages units and does over-time damage to Buildings. Stacks as <font color="#00ff00">10, 20, 30 damage per second for 10 seconds</font>.
SpecialWeapon = Exhaust Desecrate
Passive = yes
Requires = Grand Temple of Preservation
ResourceCost = Ore(125), Energy (60)
ResearchTime = 6000
TechScore = 7

[EXHAUST_DECAY]
Type = GameTech
TiType = AttackeeTech
DisplayName = Thris Touch
Description = Decays buildings
HealAmount = -10, -20, -30
HealRate = 100
ExpireTime = 1000 
BuffDescription = Taking <font color="#ff0000">corrosive damage</font>.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TEMPLE ABILITIES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TEMPLE_STRIFE_ABILITY]
Type = GameTech
TiType = AttackerTech
DisplayName = Dimensions of Progress
Passive = yes
SpecialWeapon = strife missiles
Description = Call upon the Spirit of Hyrn Ez to rain destruction down upon a target location, stunting its progress.

[STRIFE_MISSILES]
Type = Weapon
ShotSpeed = 10.0
LobCurve = 100
WeaponClass = Explosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 150
AttackRange = 800
AttackMinRange = 10.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 5.0
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
RateOfFireStart	= 150
RateOfFireContinue = 30000
RateOfFireBurst = 100
BurstShots = 5
RateOfFireRecoil = 50
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyCurveSpacingForX = 3
AccuracyGround = 0.2, 0.6, 0.8, 1.0, 0.9, 0.7, 0.5, 0.2, 0.1, 0.05, 0.025, 0.0
AccuracyAir = 2.0, 1.4, 0.8, 0.4, 0.2, 0.1, 0.05
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
DisplayName = Dimensions of Progress

[TEMPLE_TECH_STRIFE]
Type = GameTech
TiType = WeaponTech
DisplayName = Increased Fury
Weapon = strife missiles
BurstShots = 5
Description = Increases number of shots fired
BuffDescription = Increases number of shots fired

[TEMPLE_TECH_STRIFE2]
Type = GameTech
TiType = WeaponTech
DisplayName = Hyrn Ez's Wrath
Weapon = strife missiles
Damage = 25
Area = 3
Description = Increases damage and splash
BuffDescription = Increases damage and splash

[TEMPLE_SILENCE_ABILITY]
Type = GameTech
TiType = AttackerTech
DisplayName = Call of the Mute
Passive = yes
SpecialWeapon = call of the mute
Description = Wujyn saps all enemies of the ability to make noise. They WILL listen.

[CALL_OF_THE_MUTE]
Type = Weapon
ShotSpeed = 10.0
Lobcurve = 10
WeaponClass = Impact
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 0.4
AttackDamage = 0
AttackRange = 800
AttackMinRange = 0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 50
RateOfFireContinue = 30000
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = mute enemy
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Call of the Mute

[MUTE_ENEMY]
Type = GameTech
TiType = DisableComponentTech
DisplayName = Mute
Description = Wujyn saps all enemies of the ability to make noise. They WILL listen.
AppliedOnGroundDuration = 500
AffectFriendly = false
AffectEnemies = true
Components = Attacker

[TEMPLE_TECH_SILENCE]
Type = GameTech
TiType = WeaponTech
DisplayName = Echoes
Weapon = call of the mute
Area = 10
Description = increases range

[TEMPLE_TECH_SILENCE2]
Type = GameTech
TiType = WeaponTech
DisplayName = The Calm Before
Weapon = call of the mute
RateOfFire = -6000
Description = increases range

[TEMPLE_ARMOR_AURA] 
Type = GameTech
TiType = AuraTech
DisplayName = Invisible Guardian
Description = The Temple of Preservation protects those around it. +1 armor to all nearby allies.
BuffDescription = Protected by the Spirit of Thris.
TechsProvided = pt armor
Passive = yes

[PT_ARMOR] 
Type = GameTech
TiType = AttackeeTech
DisplayName = Invisible Guardian
Description = Increases the armor of nearby allies by 1
Armor = 1
BuffDescription = Protected by the Spirit of Thris.

[TEMPLE_HEAL_AURA] 
Type = GameTech
TiType = AuraTech
DisplayName = Thris' Touch
Description = Soothing essence emanates from the ToP. Allies regenerate.
BuffDescription = Being rejuvinated by Thris.
TechsProvided = pt heal
Passive = yes

[PT_HEAL] 
Type = GameTech
TiType = AttackeeTech
DisplayName = Thris' Touch
Description = regnerates nearby allies
HealAmount = 1
HealRate = 200
BuffDescription = Being rejuvinated by Thris.

[TEMPLE_BUILDING_HEAL_AURA] 
Type = GameTech
TiType = AuraTech
DisplayName = Everlasting Essence
Description = Soothing essence emanates from the ToP. Allied buildings regenerate.
BuffDescription = The Might of Thris preserves this structure.
TechsProvided = pt building heal
Passive = yes

[PT_BUILDING_HEAL] 
Type = GameTech
TiType = AttackeeTech
DisplayName = Everlasting Essence
Description = Regnerates nearby allied buildings
HealAmount = 1
HealRate = 500
BuffDescription = The Might of Thris preserves this structure.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Structure Ruins
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[BASE_RUIN]
;Type = Ruin
;HumanBuildingType = Headquarters Lvl1
;MachineBuildingType = Hub
;RuinCooldown = 3000
;TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; PLANT THE BOMB
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PLANT_THE_BOMB]
Type = PlantTheBomb
UnitSpeedFactor = 2.0					; to increase the speed of all units 
UnitSpeedFactor_Carrying = 0.5			; applied when carrying the bomb
UnitBuyPeriod = 5.0						; in secs
MaxRoundTime = 240.0					; in secs
RoundRespawnTime = 4.0					; in secs - time between end of one round and start of another
CountdownPlantedBombExplodes = 24.0		; in secs
ClearUnitsEachRound = on				; if on, units are removed at the end of each round
GlobalHitPointModifier_Units = 0.5
PlayerPopLimit = 200					; player's pop limit (this is not currently working correctly)
ExplosionDamage = 150
ExplosionArea = 10
;ResearchHuman = Target Tracking(15 0), Nitro Lab(20 6), Run-And-Gun Research(20 6), Turret Rotation Speed(8 0), Kinetic Damage Upgrade(15 0), Kinetic Range Upgrade(15 0), Combustive Damage Upgrade(15 0), Combustive Range Upgrade(15 0), Combustive Area Upgrade(15 0), Sticky Bomb(15 0), EMP Grenade(15 0), Mechanic Depot(20 6), Fire Station(20 6)
;ResearchMutant = Target Tracking(15 0), Enhanced Speed(20 2), Passive Repair(20 2), Amplicon Upgrade(20 2), Extender Upgrade(20 2), Karkino Upgrade(20 2), Acid Bomb(15 0), Slowness(15 0), Madness(15 0), Emp Grenade(15 0), Taunt(15 0), Brawler Skin(15 0), Clench(20 2), Roach Shell(15 0), Levitation(15 0), Teleportation(15 0), Selective Fire(8 0)

;  resources given at start of game
InitialResources = Salvage(Amount = 200), Energy(Amount = 80)

;  resources given for winning a round (list is used for winning streaks)
Resources_WinRound = Salvage(Amount = 140, 130, 125, 120, 120), Energy(Amount = 46, 42, 39, 37, 36, 36)

;  resources given for losing a round (list is used for losing streaks)
Resources_LoseRound = Salvage(Amount = 160, 170, 175, 180, 180), Energy(Amount = 54, 57, 59, 60, 60)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; SURVIVAL
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SURVIVAL]
Type = Survival
InitialResources = Salvage(250), Energy(50) ; , Gas(0)					; amount of resources, players have at start
InitialPrepareTime = 0.0				; in secs
SurviveTime = 1500.0					; in secs
EasyAiSurvivorsProductionFactor = 2.0
EasyAiSalvageProductionFactor = 2.0
NormalAiSurvivorsProductionFactor = 4.0
NormalAiSalvageProductionFactor = 3.0
NormalAiAmmoProductionFactor = 2.0
NormalAiGasProductionFactor = 2.0
;NormalAiMetalliumProductionFactor = 1.5
HardAiSurvivorsProductionFactor = 8.0
HardAiSalvageProductionFactor = 4.0
HardAiAmmoProductionFactor = 3.0
HardAiGasProductionFactor = 3.0
;HardAiMetalliumProductionFactor = 3.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; BASE SITES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TEAMMATES_APART]
Type = TeammatesApart
InitialResources = Ore(200), Energy(100)					; amount of resources, players have at start
;BaseSites = ;Headquarters Lvl1(Count = 1)					; how many gas sites start in your initial base -- if too many, they won't fit on certain maps
;BaseSalvageCount = 0										; how much Trash should be given to the player initially

[TEAMMATES_TOGETHER]										; when teammates are together -AND- a team has at least three Survivors
Type = TeammatesTogether
InitialResources = Salvage(200), Energy(150)					; amount of resources, players have at start
;Base Expansions = Short Wall Expansion
;BaseSites = ;Headquarters Lvl1(Count = 1)
;BaseSalvageCount = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; EXPANSION SITES
;
; Types of expansions: Base, Normal, Border, Road, Foliage, Misc
;
; Defensive expansion are special.
; Defense expansions are placed around this main expansion.
;
; Syntax:
; Type = <type> : Type of expansion.
; AllowOnRoad = on/off 				;	Allow on road. Default: on.
; AllowOnSteep = on/ off			;	Allow on steep areas. Default: off.
; Structures += <Structure name>.
; Defensive += <Defensive Expansion Name>
;
; Syntax Defensive:
; Type = Defensive.
; MinCount = x																	;	Min, how many of the structures to be placed.
; MaxCount = x																	;	Max, how many of the structures to be placed.
; DistanceFromSpotMin = x														;	Min, Distance from main expansion.
; DistanceFromSpotMax = x														;	Max, Distance from main expansion.
; DirectionType = Random/FaceMainExpansion/FaceOutward							;
; CheckFaceOpenLand = on/off													;	Checks if placement faces open land. 
; CloserToFriend = on/off														;	Use if you want the expansions to be placed closer to friend. Can only be used with base expansions. (As they belong to players, rest are neutral). Default: off.
; CloserToEnemy = on/off														;	Use if you want the expansions to be placed closer to enemy. Can only be used with base expansions. (As they belong to players, rest are neutral). Default: off.
; SkipScoreChecks = on/off														;	IMP: To be used with caution. Skips scoring of spots. Including checking if tiles are empty etc. Use only with generic map objs that do not alter gameplay. Default: off.
; Structures += <Structure name>												;	Structures to place
; Defensive += <Defensive Expansion Name>										;	Yes, defense objs can have their own defense objs. Make sure no circular dependencies are created though.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;Base
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[BASES]
Type = Base Expansion
Defensive += Short Wall Expansion Base
;Defensive += Player Gate Expansion Base
;Defensive += Gas Station Expansion
Defensive += Player Base Decal Expansion Tyre Tracks
Defensive += Player Base Decal Expansion
;Defensive
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; BUILD PLAN
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BUILD_PLAN_1] ; Titan build / silence
Race = Human
Peons = engineer, morpher
FoodBuilding = Supply Depot, machine supply depot
BuildingsNotAllowed = operations center, armory, temple of strife, temple of preservation
UnitClass = security marine						: continious = false : required = true : weight = 7 : maxunits = 7
UnitClass = morpher								: continious = false : required = true : weight = 5 : maxunits = 7
UnitClass = medic								: continious = false : required = true : weight = 3
UnitClass = silence morpher						: continious = false : required = true : weight = 4
UnitClass = spine								: continious = false : required = true : weight = 1 : maxunits = 3
UnitClass = titan marine, creeper				: continious = false : required = true : weight = 1
HumanUpgrades = engineer(engineer t1 detection | engineer t2 shield), security marine(sm t1 damage | sm t2 health | sm t3 health), medic(medic t1 health | medic t2 healer | medic t3 health), titan marine(tm t1 command aura | tm t2 fiend aura | tm t3 shield)
MachineUpgrades = morpher(silence t1 build time), spine(silence t1 detection burst | silence t2 sentries mark 2), exhaust(silence t1 bleed), pudge(silence t1 hustle), silence morpher(silence t1 cloak sil | silence t2 plasma grenade | silence t3 shredder), spider(silence t2 dampening field | silence t3 speed aura), creeper(silence t3 cloak)

[BUILD_PLAN_2] ; mech build / strife + silence
Race = Human
Peons = engineer, morpher
FoodBuilding = Supply Depot, machine supply depot
BuildingsNotAllowed = operations center, tech library, temple of preservation
UnitClass = stap, morpher						: continious = false : required = true : weight = 5 : maxunits = 7
UnitClass = engineer							: continious = false : required = true : weight = 3 : maxunits = 3
UnitClass = medic, silence morpher				: continious = false : required = true : weight = 2
UnitClass = strife morpher, security marine		: continious = false : required = true : weight = 2
UnitClass = crab walker							: continious = false : required = true : weight = 2
UnitClass = mech walker							: continious = false : required = true : weight = 1
HumanUpgrades = engineer(engineer t1 detection | engineer t2 shield), stap(stap t2 crit | stap t3 crit), medic(medic t1 health | medic t2 improved nanobot | medic t3 health), crab walker(cw t1 barrage | cw t2 shield | cw t3 damage), mech walker(mw t1 health | mw t2 splash | mw t3 shield)
MachineUpgrades = morpher(silence t1 build time | strife t1 extreme cover | strife t1 battle ready), spine(silence t1 detection burst | silence t2 sentries mark 2 | strife t1 ammo), exhaust(silence t1 bleed | strife t1 damage), pudge(silence t1 hustle | strife t1 acid pool | strife t1 increase range), silence morpher(silence t1 cloak sil), strife morpher(strife t1 add splash effect)

[BUILD_PLAN_3] ; medic operative madrat build / altar + preservation
Race = Human
Peons = engineer, morpher
FoodBuilding = Supply Depot, machine supply depot
BuildingsNotAllowed = tech library, temple of silence, temple of strife
UnitClass = security marine						: continious = false : required = true : weight = 7 : maxunits = 7
UnitClass = morpher								: continious = false : required = true : weight = 4 : maxunits = 7
UnitClass = medic, preservation morpher			: continious = false : required = true : weight = 3
UnitClass = operative, exhaust					: continious = false : required = true : weight = 3
UnitClass = madrat, creeper						: continious = false : required = true : weight = 2
UnitClass = spine								: continious = false : required = true : weight = 1 : maxunits = 3
HumanUpgrades = engineer(engineer t1 detection | engineer t2 shield), security marine(sm t1 damage | sm t2 health | sm t3 health), medic(medic t1 health | medic t2 improved nanobot | medic t3 health), operative(operative t2 nano suit | operative t3 rof), titan marine(tm t1 command aura | tm t2 fiend aura | tm t3 shield)
MachineUpgrades = morpher(preservation t2 rebirth), spine(preservation t1 heal aura | preservation t1 shield spine), pudge(preservation t1 pod capacity), preservation morpher(preservation t1 in death | preservation t2 shield), creeper(preservation t3 armor aura | preservation t3 regen)

;[BUILD_PLAN_4] ; mech build
;Race = Human
;Peons = engineer, morpher
;FoodBuilding = Supply Depot, machine supply depot
;BuildingsNotAllowed = operations center, tech library
;UnitClass = security marine, exhaust			: continious = false : required = true : weight = 4
;UnitClass = stap		 						: continious = false : required = true : weight = 4
;UnitClass = medic, silence morpher				: continious = false : required = true : weight = 2
;UnitClass = crab walker, preservation morpher	: continious = false : required = true : weight = 1
;UnitClass = mech walker, spider					: continious = false : required = true : weight = 1
;HumanUpgrades = engineer(engineer t1 mechanic | engineer t2 shield), security marine(sm t1 damage | sm t3 health), medic(medic t1 health | medic t2 improved nanobot | medic t3 health), stap(stap t2 detection | stap t3 crit), crab walker(cw t1 barrage | cw t2 shield | cw t3 movement), mech walker(mw t1 health | mw t2 splash | mw t3 shield)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HUMAN_BUILD_SITES]

; define locations in the build UI - use None as a spacer
;; index 0
; row 1
Basic0_0 = House
Basic0_1 = Barracks
Basic0_2 = R&D Bay
Basic0_3 = None
Basic0_4 = None
; row 2
Basic0_5 = None
Basic0_6 = None
Basic0_7 = Vehicle Factory
Basic0_8 = Airport
Basic0_9 = None
; row 3
Basic0_10 = None
Basic0_11 = None
Basic0_12 = None
Basic0_13 = None
Basic0_14 = None	; currently the back button

;; index 1
; row 1
Basic1_0 = None
Basic1_1 = None
Basic1_2 = None
Basic1_3 = None
Basic1_4 = None
; row 2
Basic1_5 = None
Basic1_6 = None
Basic1_7 = None
Basic1_8 = None
Basic1_9 = None
; row 3
Basic1_10 = None
Basic1_11 = None
Basic1_12 = None
Basic1_13 = None
Basic1_14 = None

;; index 2
; row 1
Basic2_0 = None
Basic2_1 = None
Basic2_2 = None
Basic2_3 = None
Basic2_4 = None
; row 2
Basic2_5 = None
Basic2_6 = None
Basic2_7 = None
Basic2_8 = None
Basic2_9 = None
; row 3
Basic2_10 = None
Basic2_11 = None
Basic2_12 = None
Basic2_13 = None
Basic2_14 = None

[MACHINE_BUILD_SITES]

; define locations in the build UI - use None as a spacer
; row 1
Basic0_0 = Temple of Silence
Basic0_1 = Temple of Preservation
Basic0_2 = Temple of Strife
Basic0_3 = Hub
Basic0_4 = None
; row 2
Basic0_5 = Short Wall Destructible 1
Basic0_6 = Short Wall Static
Basic0_7 = None
Basic0_8 = None
Basic0_9 = None
; row 3
Basic0_10 = None
Basic0_11 = None
Basic0_12 = None
Basic0_13 = None
Basic0_14 = None	; currently the back button

; row 1
Basic1_0 = Morpher
Basic1_1 = Exhaust
Basic1_2 = Pudge
Basic1_3 = None
Basic1_4 = None
; row 2
Basic1_5 = None
Basic1_6 = None
Basic1_7 = None
Basic1_8 = None
Basic1_9 = None
; row 3
Basic1_10 = None
Basic1_11 = None
Basic1_12 = None
Basic1_13 = None
Basic1_14 = None

; these require heavy metallium sites
; row 1
Basic2_0 = None
Basic2_1 = None
Basic2_2 = None
Basic2_3 = None
Basic2_4 = None
; row 2
Basic2_5 = None
Basic2_6 = None
Basic2_7 = None
Basic2_8 = None
Basic2_9 = None
; row 3
Basic2_10 = None
Basic2_11 = None
Basic2_12 = None
Basic2_13 = None
Basic2_14 = None

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MISSION OBJECTS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;units & their wapons
[STEFIN]
Type = Unit
DisplayName = Oliver; Petrovich
Role = President
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.4 | RotationSpeed = 4.99 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.7 )
InitialWeapon = Stefin Pistol
;AuraProvider = DAMAGE_AURA
TechUser = STEFIN_TECH_USER_COMPONENT
ArmorClass = medium armor
Armor = 2, 3, 4
HitPoints = 200
LOSRange = 18
BuildTime = 1000
AttackeeHeight = 2.0
AttackeeHeightFriendly = 1.6
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(18), Energy(16), Food(0) )
ResourceCapacity = Energy(10)
PopLimitScore = 1.0
SelectionScore = 107
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 1000, 2500
;TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 1

[STEFIN_PISTOL] ; Stefin
Type = Weapon
DisplayName = Rimfurd Y-Series Assault
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 25.0, 30.0, 35.0
AttackRange = 14
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 0
RateOfFireStart	= 50
RateOfFireContinue = 100
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 10, 20, 25
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
IsAbleToAttackFromVehicle = off
Description = A magnum pistol with incindiary bullets. Aka - the Face-melter

[STEFIN_GRENADE]
Type = Weapon
ShotSpeed = 4.0
LobCurve = 2
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackTech = Stefin Grenade Sludge
AttackDamage = 1
AttackRange = 17
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 7.0
RateOfFireStart	= 50
RateOfFireContinue = 3500
RateOfFireRecoil = 50
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 1
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off

[STEFIN_GRENADE_SLUDGE]
Type = GameTech
TiType = WeaponTech
RateOfFire = 30
ExpireTime = 1000
BuffDescription = Rate of Fire Decreased.

[STEFIN_MEDBOT]
Type = Unit
DisplayName = Blinky
;Selectable = off
AllowNetworkOrders = off
Mover = FOOT_FAST ( TopSpeed = 10.0)
Healer = HEALER ( HealRate = 100 | HealAmount = 5.0 | HealRange = 5 | CanHealOrganic = on )
ArmorClass = light armor
Armor = 1
HitPoints = 100
LOSRange = 15
BuildTime = 100
AttackeeHeight = 1.0
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
PopLimitScore = 1.0
SelectionScore = 1
OrganicHull = yes
MaxSummons = 1
Radius = 15.0
Description = Oliver activates Blinky, his trusty <font color="#00ff00">medical droid</font>.
LayoutSize = 1

[STEFIN_ATTACKBOT]
Type = Unit
DisplayName = Khaitan
;Selectable = off
AllowNetworkOrders = off
Mover = FOOT_FAST ( TopSpeed = 10.0)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 0.77 )
InitialWeapon = attackbot gun
ArmorClass = light armor
Armor = 3
HitPoints = 200
LOSRange = 15
BuildTime = 100
AttackeeHeight = 1.0
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
PopLimitScore = 1.0
SelectionScore = 1
OrganicHull = yes
MaxSummons = 1
Radius = 15.0
Description = Oliver calls for Khaitan, his homicidal <font color="#00ff00">attack droid</font>.
LayoutSize = 1

[ATTACKBOT_GUN]
Type = Weapon
WeaponClass = Piercing
AttackDamage = 25
AttackRange = 15
AttackArea = 0
AccuracyGround = -1
AccuracyAir = -1
RateOfFireStart	= 50
RateOfFireContinue = 100
HitGround = on
HitAir = never
DamageDecay = 1.0
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.1

[AERYN]
Type = Unit
DisplayName = Aeryn; Ozarr
Role = Commander
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.4 | RotationSpeed = 4.99 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
AuraProvider = AERYN_AURA
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.7 )
InitialWeapon = Aeryn Shotgun
TechUser = AERYN_TECH_USER_COMPONENT
ArmorClass = medium armor
Armor = 2, 3, 4
HitPoints = 210, 240, 290
LOSRange = 18
BuildTime = 1000
AttackeeHeight = 1.9
AttackeeHeightFriendly = 1.5
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(18), Energy(16), Food(0) )
ResourceCapacity = Energy(10)
PopLimitScore = 1.0
SelectionScore = 106
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 1000, 2500
;TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 1
HotKey = y

[AERYN_SHOTGUN] ; Aeryn
Type = Weapon
DisplayName = Piercing Laze
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 25.0, 35.0, 45.0
AttackRange = 14
OvershootDistance = 0
DamageDecay = 3.0. 2.7, 2.4, 2.1, 1.8, 1.5, 1.3, 1.1, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.8, 0.6 		; the first entry seems only possible if standing directly over target
AttackArea = 0
CompoundDamage = on
AoeDamageDecay = off
RateOfFireStart = 50
RateOfFireContinue = 150
RateOfFireRecoil = 50
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 10, 12, 15
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = on
IsAbleToAttackFromVehicle = off
Description = a badass shotgun. 'nuff said.

[AERYN_BUCKSHOT]
Type = Weapon
ShotSpeed = 4.0
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.4
AttackDamage = 150
AttackRange = 18
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 25
RateOfFireContinue = 9000
AttackGroundOrder = off
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 50
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5

[AERYN_GROUND_HEAL]
Type = Weapon
ShotSpeed = 6.0
Lobcurve = 5
WeaponClass = Impact
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 0.4
AttackDamage = 0
AttackRange = 20
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4.0
RateOfFireStart	= 50
RateOfFireContinue = 3500
AttackGroundOrder = on
AutoFireWeapon = off
AutoSelected = off
DeselectAfterSingleUse = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 1.0
AttackTech = Aeryn Heal Tech
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.3
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = spider damp field

[BULLETSTOPPER]
Type = Unit
DisplayName = BulletStopper
Role = Basic Infantry
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 4.99 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = BS Rifle
TechUser = SECURITY_MARINE_TECH_USER_COMPONENT
ArmorClass = light armor
Armor = 2, 3, 4
HitPoints = 200, 250, 300
LOSRange = 17
BuildTime = 1600
AttackeeHeight = 1.9
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(50), Energy(15), Food(0) )
ResourceCapacity = Energy(10)
PopLimitScore = 1.1
SelectionScore = 101
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 250, 500
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = S
Description = A veteran of Spearhead Company, BulletStopper has served under many different commands. Under Oliver's newly established regime, he finds himself elevated from Platoon Sergeant to the leader of a newly established Special Ops Unit.

[BS_RIFLE] ; bulletstopper
Type = Weapon
DisplayName = Rimfurd F-Series Rifle
;ResourceCost = Ore(1)
;BuildTime = 10
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 17.0, 20.0, 25.0
AttackRange = 13
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 0
RateOfFireStart	= 80
RateOfFireContinue = 100
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Burst Mode enabled Assault Rifle. Standard Issue model.

[KESTREL]
Type = Unit
DisplayName = Kestrel
Role = Ranged Damage Dealer
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.3, 6.0, 7.3 | RotationSpeed = 3.0)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.7 )
RemoteViewer = REMOTE_VIEWER
InitialWeapon = Kestrel Sniper
TechUser = OPERATIVE_TECH_USER_COMPONENT
CanCapture = yes
ArmorClass = light armor
Armor = 2
HitPoints = 175
LOSRange = 22
BuildTime = 2500
AttackeeHeight = 1.8
AttackeeHeightFriendly = 1.2
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(70), Energy(25), Food(0) )
ResourceCapacity = Energy(10)
PopLimitScore = 1.1
SelectionScore = 103
OrganicHull = yes
Radius = 15.0
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Operations Center
ExpNeededToLevelUp = 350, 700
Description = Responsible for multiple successful assignments against the Zali, Kestrel's expertise made her an instant pick for Oliver's Special Ops Unit.

[KESTREL_SNIPER] ; Operative
Type = Weapon
DisplayName = Rimford K-Class 'WidowMaker'
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.6
AttackDamage = 50, 60, 75
ExtraDamageToArmorClass = 15, 10, 5, 0 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 18
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 100
RateOfFireContinue = 250, 220, 200
RateOfFireRecoil = 90
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
PopLimitScore = 0.25
Description = Single-Shot Energy Sniper Rifle. Slow recharge time, Powerful shots.

[DOC]
Type = Unit
DisplayName = Doc
Role = Healer
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 3.00)
;Healer = HEALER ; (HealRate = 100 | HealAmount = 2 | HealRange = 10)
AuraProvider = MEDIC_NANOBOT_AURA
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.6 )
InitialWeapon = Doc Rifle
TechUser = MEDIC_TECH_USER_COMPONENT
CanCapture = yes
ArmorClass = medium armor
Armor = 2, 3, 4
HitPoints = 225, 250, 275
LOSRange = 18
BuildTime = 2500
AttackeeHeight = 1.9
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(50), Energy(35), Food(0) )
ResourceCapacity = Energy(5)
PopLimitScore = 1.1
SelectionScore = 102
OrganicHull = yes
Radius = 15.0
ExpNeededToLevelUp = 350, 700
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Medical Facility
Hotkey = M
Description = Doc's in it for the data he can obtain on Zali physiology. His competitor's for the addition into the special unit managed to withdraw their candidacy at the last moment... due to death.

[DOC_RIFLE] ; Medic
Type = Weapon
DisplayName = Hyru L-Class Wryst
;BuildTime = 10
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 10
AttackRange = 14
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 0
CriticalHitChance = 15
CriticalHitModifier = 2.0
MustDescendToHitGround = on
RateOfFireStart	= 100
RateOfFireContinue = 150, 140
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = never
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Dual Chamber Wrist Mounted Revolver. Large Caliber size, ardous reload.

[BOSE]
Type = Unit
DisplayName = Bose
Role = Heavy Damage Dealer
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 3.50 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.4 )
InitialWeapon = Bose Acid Cannon, Bose Pistol
TechUser = MADRAT_TECH_USER_COMPONENT (Tier2 = mr t2 rate of fire)
AuraProvider = MR_AURA
ArmorClass = medium armor
Armor = 3, 4, 6
HitPoints = 250, 295, 360
LOSRange = 17, 18
BuildTime = 4000
AttackeeHeight = 1.7
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(65), Energy(50), Food(0) )
ResourceCapacity = Energy(15)
;LifeTime = 1000 ; time in ticks for which this unit will live
PopLimitScore = 1.1
SelectionScore = 105
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 450, 900
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
Requires = Armory
;HotKey = S
Description = An eccentric Mad-Rat by their own standards, Bose joins Oliver's Special Ops Unit as a representative of the Marooned. He also finds that he's having a little more fun around Oliver.

[BOSE_ACID_CANNON] ; Madrat
Type = Weapon
DisplayName = Beatrice
WeaponClass = Corrosive
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.8
AttackDamage = 25.0, 45
ExtraDamageToArmorClass = 0, 0, 30, 50 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 13, 14
AttackTech = mr Corrosive
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 2, 3
RateOfFireStart	= 100
RateOfFireContinue = 400
RateOfFireRecoil = 50
AllowSwitchAfterFire = on
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
PopLimitScore = 0.25
CriticalHitChance = 2, 3, 5
CriticalHitModifier = 2.0
ShotSpeed = 1.5
LobCurve = 0.7
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.8
DamageFactorStructureOccupant = 0.5
DamageFactorTargetBehindShortWall = 0.7
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Pressurized Acid sprayer. Requires time to refill... has a tendency to leak.

[BOSE_PISTOL] ; Madrat Secondary
Type = Weapon
DisplayName = Bob
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 10, 13, 18
AttackRange = 13, 14
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
MustDescendToHitGround = on
RateOfFireStart	= 40
RateOfFireContinue = 40
HitGround = on
HitAir = never
AccuracyGround = 4.0, 2.8, 1.6, 0.8, 0.4, 0.2, 0.1
AllowSwitchAfterFire = on
AccuracyAir = -1
PopLimitScore = 0.25
CriticalHitChance = 10
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Customized Wrist Mounted repeating pistol. Its seen better days.

[LITTLEMAN]
Type = Unit
DisplayName = Little Man
Role = Shock Trooper
SpecialAttackee = true
Mover = FOOT_FAST ( TopSpeed = 5.3, 6 | RotationSpeed = 4.2)
ResourceReceiver = RESOURCE_SHARE_RECEIVER
ResourceSender = RESOURCE_SHARE_SENDER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.9 )
InitialWeapon = Little Shotgun
AuraProvider = TM_AURA
TechUser = TM_TECH_USER_COMPONENT
ArmorClass = Heavy armor
Armor = 2, 4
HitPoints = 650
LOSRange = 17
BuildTime = 4500
AttackeeHeight = 2.5
AttackeeHeightFriendly = 1.5
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(120), Energy(50), Food(0) )
ResourceCapacity = Energy(35)
PopLimitScore = 1.1
SelectionScore = 104
OrganicHull = yes
Radius = 30.0
ExpNeededToLevelUp = 450, 900
Requires = Tech Library
TileLayout = (-1,0), (-1,1), (0,1)
LayoutSize = 2
;TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LayoutSize = 4
Description = The sole surviving member of Upsilon Batch, Little Man is one of the last surviving Alpha Titans - The first prototypes of an experimental program conducted in secret by the High Command.

[LITTLE_SHOTGUN] ; Titan Marine
Type = Weapon
DisplayName = Composite Energy Shotgun
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 1.0
AttackDamage = 25, 30, 40
ExtraDamageToArmorClass = 25, 11, 0, -10 ; extra damage to armor classes : light, medium, heavy, building
AttackRange = 14
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0, 1.0, 2.5, 2.0, 1.8, 1.5, 1.3, 1.0, 0.9, 0.8, 0.8, 0.7, 0.7, 0.7, 0.6, 0.5, 0.5
CompoundDamage = on
AoeDamageDecay = off
AttackArea = 8.0
RateOfFireStart	= 80
RateOfFireContinue = 200
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5, 5, 7
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PassThroughOrganicUnit = on
PassThroughNonOrganicUnit = off
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
CriticalHitModifier = 2.0
PopLimitScore = 0.25
Description = Energy Shotgun. Custom issued for each Titan.

[RADIN]
Type = Unit
DisplayName = Radin
Role = Builder
SpecialAttackee = true
Description = Builder unit. Constructs all human buildings and turrets. Not very strong but has great utility.
Mover = FOOT_FAST ( TopSpeed = 5.3 | RotationSpeed = 4.99)
Peon = HUMAN_LIGHT_PEON
ResourceReceiver = RESOURCE_SHARE_RECEIVER ;( ResourceList = Energy( RequestAmount = 0.4 ) )
ResourceSender = RESOURCE_SHARE_SENDER
Healer = HEALER ( HealRate = 100 | HealAmount = 5.0 | HealRange = 5 | CanHealVehicles = on | CanHealStructure = on)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.2 )
InitialWeapon = Radin Pistol
TechUser = ENGINEER_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
ResourceCapacity = Energy(5)
ArmorClass = light armor
Armor = 2, 3
HitPoints = 135, 150, 200
LOSRange = 17
BuildTime = 1200
AttackeeHeight = 1.7
AttackeeHeightFriendly = 1.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(40), Energy(10), Food(0) )
;BuildingResourceCost = Ore(40), Energy(5), Food(1)	; cost if it is to be built by building
PopLimitScore = .5
SelectionScore = 100
OrganicHull = yes
CanCapture = yes
Radius = 15.0
ExpNeededToLevelUp = 150, 300
LayoutSize = 1
;TileLayout = (-1,0), (-1,1), (0,1)
;LayoutSize = 2
HotKey = E
Description = The best of the Builder Clans, Radin grew up on Ishtonia and has a unique understanding of construction and mid-battle repair.

[RADIN_PISTOL] ; Engineer
Type = Weapon
DisplayName = Moro-Wyn Wryst III
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.3
AttackDamage = 13
AttackRange = 13
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 0
CriticalHitChance = 1
CriticalHitModifier = 2.0
MustDescendToHitGround = on
RateOfFireStart	= 100
RateOfFireContinue = 100
AccuracyGround = -1
AccuracyAir = -1
AllowSwitchAfterFire = false
HitAir = never
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.0
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Mediocre Rate of Fire wrist mounted repeating pistol. Small Calibre.

[GARIS]
Type = Unit
DisplayName = Vladimir; Korvix
Role = First General
Mover = WHEEL_FAST ( TopSpeed = 4.8, 5.2 | RotationSpeed = 3.6 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 3.0 )
InitialWeapon = Garis Cannon, Garis Rifle
TechUser = MW_TECH_USER_COMPONENT
ArmorClass = heavy armor
Armor = 5
HitPoints = 1500
LOSRange = 28
BuildTime = 7500
AttackeeHeight = 3.8
AttackeeHeightFriendly = 3.0
Propulsion = FOOT
ProductionCostForBuilding = Resources( Ore(0), Energy(0), Food(1) )
;BuildingResourceCost = Ore(210), Energy(60), Food(7) ; cost if it is to be built by building
ResourceCapacity = Energy(60)
PopLimitScore = 13.2
SelectionScore = 100
OrganicHull = no
Radius = 15.0
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
LayoutSize = 4
Description = Oliver's Godfather, mentor and friend, Vladimir has kept an eye on and looked after Oliver as his own while his father ran Ishtonia.

[GARIS_CANNON]
Type = Weapon
DisplayName = RhynTech 'Crater'-Class
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
ShotSpeed = 2
LobCurve = 0
AttackDamage = 75
AttackRange = 28
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 10
RateOfFireStart	= 80
RateOfFireContinue = 1000
RateOfFireRecoil = 100
AllowSwitchAfterFire = on
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Burst Mode enabled Assault Rifle. Standard Issue model.

[GARIS_RIFLE]
Type = Weapon
DisplayName = RhynTech 'Shriek'-Class Assault Cannon
WeaponClass = Impact
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackDamage = 5.0
AttackRange = 24
OvershootDistance = 0
DamageDecay = 1.0		; the first entry seems only possible if standing directly over target
AttackArea = 5
RateOfFireStart	= 80
RateOfFireContinue = 50
AllowSwitchAfterFire = on
AccuracyGround = -1
AccuracyAir = -1
HitGround = on
HitAir = on
PopLimitScore = 0.25
CriticalHitChance = 5
CriticalHitModifier = 2.0
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Burst Mode enabled Assault Rifle. Standard Issue model.

[XERXES]
Type = Unit
DisplayName = Version
Role = Villian
Mover = WHEEL_FAST ( TopSpeed = 4.6 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
Attacker = SOLDIER_ATTACKER ( AttackHeight = 1.7 )
InitialWeapon = xerxes eruption, xerxes rifle
TechUser = XERXES_TECH_USER_COMPONENT
ArmorClass = heavy armor
Armor = 6
HitPoints = 2000
LOSRange = 25
BuildTime = 4500
AttackeeHeight = 2.4
Propulsion = FOOT
ResourceCapacity = Energy(30)
PopLimitScore = 1.0
SelectionScore = 100
OrganicHull = no
Radius = 15.0
Description = The Destined One.

[XERXES_RIFLE]
Type = Weapon
DisplayName = Mourner
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
ShotSpeed = 3
AttackDamage = 5
AttackRange = 19
AttackMinRange = 5
AllowSwitchAfterFire = on
OvershootDistance = 0.0
DamageDecay = 1.0 ; no decay
AttackArea = 4
Homing = 1
CriticalHitChance = 5
CriticalHitModifier = 2.0
RateOfFireStart	= 100
RateOfFireContinue = 100
AccuracyGround = -1
AccuracyAir = -1
HitAir = on
DamageToWallFactor = 0.5
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.0
FaceTargetInstantly = on
IsAbleToAttackFromVehicle = off
Description = Yisbrakh Rifle

[XERXES_ERUPTION]
Type = Weapon
DisplayName = UnderTaker
shotspeed = 3.0
lobcurve = 0
WeaponClass = Plasma
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.2
AttackTech = bad guy blow up
AttackDamage = 15
AttackRange = 19
AttackMinRange = 5
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 10.0
RateOfFireStart	= 100
RateOfFireContinue = 500
RateOfFireRecoil = 50
AllowSwitchAfterFire = on
AttackGroundOrder = on
PopLimitScore = 0.25
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 15
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
IsAbleToAttackFromVehicle = off

[BAD_GUY_BLOW_UP]
Type = GameTech
TiType = AttackeeTech
DisplayName = Last Rites
Description = Damages to all enemy units that walk over it.
HealAmount = -5
HealRate = 100
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = 1000
BuffDescription = Being Interred

[XERXES_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Personal Shield
Passive = yes
ShieldHealthPoints = 500
ShieldRegenAmount = 25
ShieldRegentime = 500
;ExpireTime = 1000
Description = Generates a Shield that prevents 150 damage. Recharge rate 5 per second
BuffDescription = Protected by a Shield

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;buildings
[GATE_CLOSED]
Type = Building
DisplayName = Gate
HitPoints = -1
BuildTime = 1
Selectable = off
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TypeToBeAfterDestroy = Gate Opened
TileLayout = (0, 1), (0, -1), (1, 1), (1, 0), (1, -1), (2, 1), (2, 0), (2, -1), (3, 1), (3, 0), (3, -1), (4, 1), (4, 0), (4, -1), (5, 1), (5, 0), (5, -1), (6, 0), (7, 0), (8, 0), (9, 0), (10, 0), (11, 0), (12, 0), (13, 0), (14, 0), (15, 0), (16, 0), (17, 0), (18, 0), (19, 0), (20, 0), (21, 0), (22, 0), (23, 1), (23, 0), (23, -1), (24, 1), (24, 0), (24, -1), (25, 1), (25, 0), (25, -1), (26, 1), (26, 0), (26, -1), (27, 1), (27, 0), (27, -1), (28, 1), (28, 0), (28, -1)
Description = Gate.

[GATE_OPENED]
Type = Building
DisplayName = Gate
HitPoints = -1
BuildTime = 1
Selectable = off
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (0, 1), (0, -1), (1, 1), (1, 0), (1, -1), (2, 1), (2, 0), (2, -1), (3, 1), (3, 0), (3, -1), (4, 1), (4, 0), (4, -1), (5, 1), (5, 0), (5, -1), (23, 1), (23, 0), (23, -1), (24, 1), (24, 0), (24, -1), (25, 1), (25, 0), (25, -1), (26, 1), (26, 0), (26, -1), (27, 1), (27, 0), (27, -1), (28, 1), (28, 0), (28, -1)
Description = Gate.

[VAULT]
Type = Building
HitPoints = 20
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
Description = Vault
VisualBlockageAltitude = 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[OBSTACLE_1]
;Type = Structure
;HitPoints = 150
;BuildTime = 1
;AttackeeHeight = 0.5
;VisualBlockageAltitude = 0.0
;AttackDesirability = 0.0
;TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)

;[OBSTACLE_2]
;Type = MapObj(OBSTACLE_1)

;[OBSTACLE_3]
;Type = MapObj(OBSTACLE_1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[THALASSA_PROCESSING_SITE]
Type = Building
;DisplayName = Thalassa Processing Site
HitPoints = 1000
Armor = 5
ArmorClass = Building
BuildTime = 1
Selectable = off
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TypeToBeAfterDestroy = Thalassa Processing Site Ruin
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Thalassa Processing Site.

[THALASSA_PROCESSING_SITE_RUIN]
Type = Ruin
MachineBuildingType = Thalassa Processing Site
RuinCooldown = 0
HitPoints = -1
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Thalassa Processing Site Ruin.

[LOHUM_GENERATOR]
Type = Building
DisplayName = Lohum Generator
TechUser = LOHUM_GENERATOR_TECH_USER_COMPONENT
HitPoints = 1000
BuildTime = 1
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
;TypeToBeAfterDestroy = Lohum Generator Ruin
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Lohum Generator.

[LOHUM_GENERATOR_RUIN]
Type = Building
;Type = Ruin
;MachineBuildingType = Lohum Generator
RuinCooldown = 0
HitPoints = -1
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Lohum Generator Ruin.

[ZALI_SUPPLY_LINES]
Type = Building
DisplayName = Supply Lines
HitPoints = 500
Armor = 1
ArmorClass = Building
BuildTime = 1
AttackeeHeight = 5.0
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
;TypeToBeAfterDestroy = Zali Supply Lines Ruin
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Supply Lines.

[ZALI_SUPPLY_LINES_RUIN]
Type = Ruin
Display Name = Supply Lines
MachineBuildingType = Zali Supply Lines
Selectable = off
RuinCooldown = 0
HitPoints = -1
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Zali Supply Lines Ruin.

[THALASSA_IMBUING_SITE]
Type = Building
;DisplayName = Thalassa Imbuing Site
TechUser = TECH_USER_COMPONENT ( TechsSupported = imbuing buff predictable type 1, imbuing buff predictable type 2, imbuing buff unpredictable | TechsInitial = imbuing buff unpredictable )
HitPoints = -1
BuildTime = 1
CaptureTime = 1000
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Thalassa Imbuing Site.

[IMBUING_BUFF_UNPREDICTABLE]
Type = GameTech
TiType = ApplyTech
DisplayName = Imbuing Buff
Passive = no
Duration = 100
Cooldown = 12000
Radius = 20
TechToBeApplied = Dummy Tech
Description = Provides a health or damage buff. Side Effects: Unpredictable

[IMBUING_BUFF_PREDICTABLE_TYPE_1]
Type = GameTech
TiType = ApplyTech
DisplayName = Imbuing Buff
Passive = no
Duration = 100
Cooldown = 12000
Radius = 20
TechToBeApplied = Dummy Tech
Description = Provides a damage buff. Side Effects: 50% chance of overexposure

[IMBUING_BUFF_PREDICTABLE_TYPE_2]
Type = GameTech
TiType = ApplyTech
DisplayName = Imbuing Buff Health
Passive = no
Duration = 100
Cooldown = 12000
Radius = 20
TechToBeApplied = Dummy Tech
Description = Provides a health buff. Side Effects: 50% chance of overexposure

[DUMMY_TECH]
Type = GameTech
TiType = AttackeeTech
DisplayName = Dummy Tech
ExpireTime = 100
Passive = yes
Description = Provides a health and damage buff. Side Effects: 50% chance of overexposure

[IMBUING_BUFF_TYPE_1]
Type = GameTech
TiType = WeaponTech
DisplayName = Imbuing Damage buff
Damage = 4
DamageMoving = 4
Description = +4 Damage

[IMBUING_BUFF_TYPE_2]
Type = GameTech
TiType = AttackeeTech
DisplayName = Imbuing Hitpoints buff
Hitpoints = 40
HealAmount = 40
Description = +40 HP

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONVOY_TURRET]
Type = Weapon
WeaponClass = Piercing
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 30
AttackRange = 23
AttackMinRange = 8
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0
RateOfFireStart	= 0
RateOfFireContinue = 100
HitGround = on
HitAir = never
RunAndGun = 1
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 5
CriticalHitModifier = 2.0
;TurretRotationLimit = 360
TurretRotationVelocity = 50
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.3

;units
[CONVOY]
Type = Unit
Mover = WHEEL_SLOW ( TopSpeed = 4.0 | RotationSpeed = 2.0 )
ResourceReceiver = RESOURCE_SHARE_RECEIVER
Transporter = VEHICLE_TRANSPORTER ( CargoSize = 40.0 | UnitsAllowed = Stefin, Aeryn)
Attacker = SOLDIER_ATTACKER ( AttackHeight = 2 )
InitialWeapon = Convoy Turret
TechUser = STAP_TECH_USER_COMPONENT
RemoteViewer = REMOTE_VIEWER
ArmorClass = Light armor
Armor = 2, 3
HitPoints = 1000
LOSRange = 24
BuildTime = 1500
AttackeeHeight = 3.8
AttackeeHeightFriendly = 1.9
Propulsion = FOOT
BuildingResourceCost = Ore(18), Energy(35), Food(3) ; cost if it is to be built by building
ResourceCapacity = Energy(50)
PopLimitScore = 1.0
SelectionScore = 99
OrganicHull = no
Radius = 15.0
ExpNeededToLevelUp = 100, 250
TileLayout = (1, 1), (1, 0), (1, -1), (1, -2), (0, 1), (0, -1), (0, -2), (-1, 1), (-1, 0), (-1, -1), (-1, -2), (-2, 1), (-2, 0), (-2, -1), (-2, -2)
Description = Convey transporting Oliver and Aeryn to Lima Base.

;buildings
[REPAIR_STATION]
Type = Building
Healer = HEALER ( HealRate = 100 | HealAmount = 2 | HealRange = 10 )
BuildTime = 8000
HitPoints = -1
;AttackeeHeight = 0.75
;ArmorClass = heavy armor
;Armor = 3
VisualBlockageAltitude = 0.0
TileLayout = (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3)
Description = heals unit.

[POWER_GENERATOR]
Type = Building
ResourceFactory = RESOURCE_FACTORY
HitPoints = -1
CaptureTime = 500
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
Description = Power Generator
VisualBlockageAltitude = 0.0

[TRANSPORTATION_MODULE]
Type = Building
;UnitStation = UNIT_STATION ( CargoSize = 60.0 )
;UnitFactory = UNIT_FACTORY ( Units = Crab Walker, STAP, Mech Walker )
;UnitResourceCost = Ore(75), Energy(20)			; cost if it is to be built by unit
AttackeeHeight = 0.75
HitPoints = 300
ArmorClass = Building
Armor = 3
BuildTime = 7500
VisualBlockageAltitude = 0.0
TileLayout = (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3)
Description = Spawn point.

[SECURITY_WALL]
Type = Building
DisplayName = Gate
ResourceFactory = RESOURCE_FACTORY
HitPoints = -1
;BuildTime = 1
CaptureTime = 500
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TypeToBeAfterDestroy = Gate Opened
TileLayout = (0, 1), (0, -1), (1, 1), (1, 0), (1, -1), (2, 1), (2, 0), (2, -1), (3, 1), (3, 0), (3, -1), (4, 1), (4, 0), (4, -1), (5, 1), (5, 0), (5, -1), (6, 0), (7, 0), (8, 0), (9, 0), (10, 0), (11, 0), (12, 0), (13, 0), (14, 0), (15, 0), (16, 0), (17, 0), (18, 0), (19, 0), (20, 0), (21, 0), (22, 0), (23, 1), (23, 0), (23, -1), (24, 1), (24, 0), (24, -1), (25, 1), (25, 0), (25, -1), (26, 1), (26, 0), (26, -1), (27, 1), (27, 0), (27, -1), (28, 1), (28, 0), (28, -1)
Description = Security Gate.

[SECURITY_WALL_DISABLED]
Type = Building
DisplayName = Gate
HitPoints = -1
;BuildTime = 1
Selectable = off
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (0, 1), (0, -1), (1, 1), (1, 0), (1, -1), (2, 1), (2, 0), (2, -1), (3, 1), (3, 0), (3, -1), (4, 1), (4, 0), (4, -1), (5, 1), (5, 0), (5, -1), (23, 1), (23, 0), (23, -1), (24, 1), (24, 0), (24, -1), (25, 1), (25, 0), (25, -1), (26, 1), (26, 0), (26, -1), (27, 1), (27, 0), (27, -1), (28, 1), (28, 0), (28, -1)
Description = Security Gate.

[POWER_RELAY]
Type = Building
HitPoints = 20
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
Description = Power Relay
VisualBlockageAltitude = 0.0

[HOMING_BEACON]
Type = Building
ResourceFactory = RESOURCE_FACTORY
HitPoints = -1
CaptureTime = 500
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
Description = Power Generator
VisualBlockageAltitude = 0.0

[ROAD_BLOCK]
Type = Building
PopLimitScore = 0.01
HitPoints = 500
TypeToBeAfterDestroy = Road Block Destroyed
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
Description = Road Block
VisualBlockageAltitude = 0.0

[ROAD_BLOCK_DESTROYED]
Type = Building
PopLimitScore = 0.01
HitPoints = 500
TileLayout = (0, 1), (0, -1), (1, 1), (1, 0), (1, -1), (2, 1), (2, 0), (2, -1), (3, 1), (3, 0), (3, -1), (4, 1), (4, 0), (4, -1), (5, 1), (5, 0), (5, -1), (6, 0), (7, 0), (8, 0), (9, 0), (10, 0), (11, 0), (12, 0), (13, 0), (14, 0), (15, 0), (16, 0), (17, 0), (18, 0), (19, 0), (20, 0), (21, 0), (22, 0), (23, 1), (23, 0), (23, -1), (24, 1), (24, 0), (24, -1), (25, 1), (25, 0), (25, -1), (26, 1), (26, 0), (26, -1), (27, 1), (27, 0), (27, -1), (28, 1), (28, 0), (28, -1)
Description = Road Block
VisualBlockageAltitude = 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SCRIMMAGE ELEMENTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;
; 2v2
;;;;;;;;;;;;;;;;;;;;;

[LAVA_BURN]
Type = GameTech
TiType = AttackeeTech
DisplayName = Lava Burn
Description = Damages to all enemy units that walk over it.
HealAmount = -5
HealRate = 100
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = -1
BuffDescription = Taking Damage from Heat. Find Safer Ground.

[MEDKIT_SNARE]
Type = GameTech
TiType = DisableComponentTech
AffectFriendly = true
AffectEnemies = true
Components = Attacker
DisplayName = Medkit Snare
Description = Affected units heal and don't attack
BuffDescription = <font color="#ff0000">Unit Healing, Cannot Attack</font>.

[MEDKIT_AURA]
Type = AuraProvider
AttackeesAllowed = engineer, security marine, madrat, medic, operative, titan marine, stap, carb walker, mech walker, automated gunship, carrier, missile gunship, morpher, spine, exhaust, pudge, silence morpher, strife morpher, preservation morpher, spider, creeper, bulletstopper, bose, kestrel, doc, littleman, stefin, aeryn
TechsProvided = Lvl1(oasis heal | medkit snare)
AuraRange = 15
AffectFriendly = off
AffectEnemies = on

[MEDKIT_TECH_USER_COMPONENT]
Type = TechUser

[MEDKIT]
Type = Building
DisplayName = Med-Kit
Role = Healing Station
Description = Provides a Neutral zone aura. All nearby units heal overtime but cannot attack
TechUser = MEDKIT_TECH_USER_COMPONENT
AuraProvider = MEDKIT_AURA
HitPoints = -1
ArmorClass = building
Armor = 1
VisualBlockageAltitude = 0.0
LOSRange = 3
TileLayout = (-1, -1), (-1,0), (-1,1), (0,-1), (0,1), (1, -1), (1, 0), (1, 1)

[STORM_SLOW]
Type = GameTech
TiType = MoverTech
DisplayName = Storm Slow
Description = Movement speed reduced in Storm.
BuffDescription = Movement speed reduced in Storm.
AdditionalSpeedModifier = -0.3
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = -1

[STORM_SIGHT]
Type = GameTech
TiType = AttackeeTech
DisplayName = Storm Sight
Description = Vision reduced in Storm.
BuffDescription = Vision reduced in Storm.
LOSRangeModifier = -0.7
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = -1

[IMBUING_SPLASH]
Type = GameTech
TiType = ApplyTech
DisplayName = Health Imbuing Site
Description = Will Heal Infantry Units by 50 Health. Provides a temporary increase to the unit's max. Health while active. Lasts 20 Seconds.
Radius = 10
TechToBeApplied = imbue health
Passive = no
Cooldown = 6000

[IMBUE_HEALTH]
Type = GameTech
TiType = AttackeeTech
HitPoints = 50
HealAmount = 50.0
ExpireTime = 2000
BuffDescription = Temporary Health Increase.

[IMBUING_TECH_USER_COMPONENT]
Type = TechUser
TechsInitial = imbuing splash

[IMBUING_SITE]
Type = Building
Role = Strategic Building
TechUser = IMBUING_TECH_USER_COMPONENT
NeutralAfterPlayerElimination = yes
HitPoints = -1
ArmorClass = building
Armor = 3
Description = Imbuing Site
VisualBlockageAltitude = 0.0
LOSRange = 15
PopLimitScore = 0.01
CaptureTime = 1500
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1), (2, 2)

;;;;;;;;;;;;;;;;;;;;;
; 4v4
;;;;;;;;;;;;;;;;;;;;;

[OASIS]
Type = Building
Role = Strategic Building
TechUser = TECH_USER_COMPONENT ( TechsSupported = oasis splash | TechsInitial = oasis splash )
NeutralAfterPlayerElimination = yes
HitPoints = -1
ArmorClass = building
Armor = 3
Description = Oasis
VisualBlockageAltitude = 0.0
LOSRange = 15
PopLimitScore = 0.01
CaptureTime = 1500
DisplayName = Movement Augment Station
Description = This Rhyn-Tech Augment Station, fires a burst of nanites that charge mechanical and organic beings alike, automatically attaching themselves to systems of locomotion and augmenting them. This technology is experimental and therefore temporary.
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -1), (2, 0), (2, 1), (2, 2)

[OASIS_SPLASH]
Type = GameTech
TiType = ApplyTech
DisplayName = Imbue Nanite
Description = Increases movement speed Temporarily
Radius = 10
TechToBeApplied = oasis speed
Passive = no
Cooldown = 6000

[OASIS_SPEED]
Type = GameTech
DisplayName = Speed Boost
TiType = MoverTech
ExpireTime = 1000
AdditionalSpeed = 4
BuffDescription = Speed Increased

[CACTII_TECH_USER_COMPONENT]
Type = TechUser
TechsInitial = cactii tech

[CACTII_1]
Type = Building
Role = Natural Hazard
TechUser = CACTII_TECH_USER_COMPONENT
;TechUser = TECH_USER_COMPONENT ( TechsSupported = cactii tech | TechsInitial = cactii tech )
HitPoints = 1
ArmorClass = building
Armor = 1
Description = Cactii
VisualBlockageAltitude = 0.0
;LOSRange = 30
TileLayout = (-1, -1), (-1,0), (-1,1), (0,-1), (0,1), (1, -1), (1, 0), (1, 1)

[CACTII_2]
Type = Building
Role = Natural Hazard
TechUser = CACTII_TECH_USER_COMPONENT
HitPoints = 1
ArmorClass = building
Armor = 1
Description = Cactii
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1,0), (-1,1), (0,-1), (0,1), (1, -1), (1, 0), (1, 1)

[CACTII_3]
Type = Building
Role = Natural Hazard
TechUser = CACTII_TECH_USER_COMPONENT
HitPoints = 1
ArmorClass = building
Armor = 1
Description = Cactii
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1,0), (-1,1), (0,-1), (0,1), (1, -1), (1, 0), (1, 1)

[CACTII_4]
Type = Building
Role = Natural Hazard
TechUser = CACTII_TECH_USER_COMPONENT
HitPoints = 1
ArmorClass = building
Armor = 1
Description = Cactii
VisualBlockageAltitude = 0.0
TileLayout = (-1, -1), (-1,0), (-1,1), (0,-1), (0,1), (1, -1), (1, 0), (1, 1)

[CACTII_TECH] ; Cactii
Type = GameTech
TiType = ExplodeTech
AttackTech = Worm Corrosive
DisplayName = Cactus Conundrum
Description = When destroyed, the cactii does massive damage to all units around it
BuffDescription = Will explode when disturbed.
Passive = no
Damage = 100.0
Area = 11.0
AffectFriendly = true
AffectEnemies = true
;InitialWaitTime = 300
ExplodeOnDeath = true
ExplodeOrder = false
DamageToWallFactor = 2
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
Weaponclass = Explosive

[GIANT_WORM]
Type = Building
Role = Natural Hazard
;TechUser = TECH_USER_COMPONENT ( TechsSupported = worm rebirth | TechsInitial = worm rebirth )
Attacker = TOWER_ATTACKER ( AttackHeight = 3.0 )
InitialWeapon = worm weapon
HitPoints = -1
ArmorClass = building
Armor = 3
Description = Virik Worm Node
DisplayName = Virik Worm Node
VisualBlockageAltitude = 0.0
TileLayout = (-3, -3), (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-3, 3), (-2, -3), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-2, 3), (-1, -3), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (-1, 3), (0, -3), (0, -2), (0, -1), (0, 1), (0, 2), (0, 3), (1, -3), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (1, 3), (2, -3), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (2, 3), (3, -3), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2), (3, 3)
;LOSRange = 30

[WORM_WEAPON]
Type = Weapon
ShotSpeed = 1.5
LobCurve = 27
WeaponClass = Corrosive
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 1.1
AttackTech = Worm Corrosive
AttackDamage = 10
AttackRange = 20
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 3.0
RateOfFireStart	= 100
RateOfFireContinue = 500
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
AttackGroundOrder = off
AutoFireWeapon = on
AutoSelected = on
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Giant worm weapon.

[WORM_CORROSIVE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corrosive
HealAmount = -5.0
HealRate = 100
ExpireTime = 501
Description = Corrosive
BuffDescription = Taking Corrosive Damage.

[WORM_REBIRTH] ; All Units
Type = GameTech
TiType = RebirthTech
DisplayName = Reassemble/Rebirth
Description = worm rebirth.
RebirthChance = 100
RebirthHealth = 100
RebirthTime = 300
NoOfRebirth = -1
ResearchTime = 0
BuffDescription = This attackee has a chance to resurrect itself after being killed.

[OASIS_HEAL]
Type = GameTech
TiType = AttackeeTech
DisplayName = Medical Aid
Description = heals all units that walk over it.
HealAmount = 3
HealRate = 100
AffectFriendly = false
AffectEnemies = true
AppliedOnGroundDuration = -1
BuffDescription = Being Healed.

;;;;;;;;;;;;;;;;;;;;;
; 3v3
;;;;;;;;;;;;;;;;;;;;;

[BEEHIVE]
Type = Building
Role = Natural Hazard
Attacker = TOWER_ATTACKER ( AttackHeight = 3.0 )
InitialWeapon = beehive weapon
HitPoints = -1
ArmorClass = building
Armor = 3
Description = The Wyrax Wasps are very territorial
DisplayName = Wyrax Wasp Hivenest
VisualBlockageAltitude = 0.0
TileLayout = (-2,-2), (-2,-1), (-2,0), (-2,1), (-1,-2), (-1, -1), (-1,0), (-1,1), (0,-2), (0,-1), (0,1), (1,-2), (1,-1), (1,0), (1,1)
;LOSRange = 30

[BEEHIVE_WEAPON]
Type = Weapon
ShotSpeed = 0.5
Homing = 1
WeaponClass = Corrosive
;ResourceTypeConsumed = Energy
;ResourceConsumedPerShot = 1.1
AttackTech = Beehive Corrosive
AttackDamage = 3
AttackRange = 20
AttackMinRange = 0.0
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 4.0
;DeployTime = 200
RateOfFireStart = 100
RateOfFireContinue = 550
RateOfFireBurst = 10
BurstShots = 7
HitGround = on
HitAir = on
AccuracyGround = -1
AccuracyAir = -1
AttackGroundOrder = off
AutoFireWeapon = on
AutoSelected = on
CriticalHitChance = 0
CriticalHitModifier = 2.0
DamageFactorVehicleOccupant = 0.1
DamageFactorStructureOccupant = 0.1
DamageFactorTargetBehindShortWall = 0.5
PopLimitScore = 0.25
Description = Giant worm weapon.

[BEEHIVE_CORROSIVE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Corrosive
HealAmount = -2.0
HealRate = 100
ExpireTime = 501
Description = Corrosive
BuffDescription = Taking Corrosive Damage.

[WATER_SLOW]
Type = GameTech
TiType = MoverTech
DisplayName = Water Area
Description = slows all units that walk in it.
AdditionalSpeed = -0.5
AffectFriendly = true
AffectEnemies = true
AppliedOnGroundDuration = -1
BuffDescription = Movement speed will be decreased by 0.5 of all units.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 2v2 Snow
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SNOW_STATUE]
Type = Building
;DisplayName = Thalassa Imbuing Site
TechUser = TECH_USER_COMPONENT ( TechsSupported = statue heal, statue attack aura | TechsInitial = statue heal, statue attack aura )
AuraProvider = STATUE_AURA
HitPoints = 1000
ArmorClass = Building
Armor = 3
BuildTime = 1
CaptureTime = 1000
TypeToBeAfterDestroy = Snow Statue Destroyed
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Thalassa Imbuing Site.

[STATUE_HEAL]
Type = GameTech
TiType = AttackeeTech
DisplayName = Everlasting Essence
Description = Regnerates nearby allied buildings
HealAmount = 1
HealRate = 250
BuffDescription = Healing itself.

[STATUE_ATTACK_AURA]
Type = GameTech
TiType = AuraTech
DisplayName = Attack Aura
Description = Increases the <font color="#00ff00">damage of nearby units by 2</font>. Stacks as <font color="#00ff00">2, 4, 6 damage</font>.
TechsProvided = statue offense
Passive = yes
AffectFriendly = true
AffectEnemies = true
AuraRange = 10

[STATUE_OFFENSE]
Type = GameTech
TiType = WeaponTech
DisplayName = Spirit of War
Damage = 5
CriticalHitChance = 5
Description = Increases Damage and Critical Hit Chance by 5
BuffDescription = Increases Damage and Critical Hit Chance by 5

[SNOW_STATUE_DESTROYED]
Type = Building
TechUser = TECH_USER_COMPONENT ( TechsSupported = statue heal, statue defense aura | TechsInitial = statue heal, statue defense aura )
AuraProvider = STATUE_AURA
;DisplayName = Gate
HitPoints = -1
ArmorClass = Building
Armor = 3
BuildTime = 1
Selectable = on
AttackeeHeight = 0.75
AttackDesirability = 10.0
VisualBlockageAltitude = 0.0
TileLayout = (-3, -2), (-3, -1), (-3, 0), (-3, 1), (-3, 2), (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2), (-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2), (3, -2), (3, -1), (3, 0), (3, 1), (3, 2)
Description = Gate.

[STATUE_DEFENSE_AURA]
Type = GameTech
TiType = AuraTech
DisplayName = Attack Aura
Description = Increases the <font color="#00ff00">damage of nearby units by 2</font>. Stacks as <font color="#00ff00">2, 4, 6 damage</font>.
TechsProvided = statue defense
Passive = yes
AffectFriendly = true
AffectEnemies = true
AuraRange = 10

[STATUE_DEFENSE]
Type = GameTech
TiType = AttackeeTech
DisplayName = Spirit of defense
Armor = 2
Description = Increases Armor by 2
BuffDescription = Increases Armor by 2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Mission Based
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[M3_LOHUM_SHIELD]
Type = GameTech
TiType = ShieldTech
DisplayName = Defensive Shield
Description = 250HP shield for 10seconds.
ShieldHealthPoints = 1000
ShieldRegenAmount = 1
ShieldRegentime = 100
BuffDescription = Temporary shield.


[M4_SHIELD_TECH]
Type = GameTech
TiType = ShieldTech
DisplayName = Defensive Shield
Description = 250HP shield for 10seconds.
ShieldHealthPoints = 250
ShieldRegenAmount = 1
ShieldRegentime = 100
BuffDescription = Temporary shield.

[M4_TURRET]
Type = Building
DisplayName = AA FLak Cannon
Role =  Anti-Personnel Turret
RemoteViewer = REMOTE_VIEWER
TechUser = GROUND_TURRET_TECH_USER_COMPONENT
Attacker = TOWER_ATTACKER ( AttackHeight = 1.77 )
InitialWeapon = m4 turret gun
ProductionCostForUnit = Resources( Ore(10), Energy(10) )
;UnitResourceCost = Ore(95), Energy(20)			; cost if it is to be built by unit
AttackeeHeight = 2
HitPoints = 500
ArmorClass = medium armor
Armor = 3
LOSRange = 23
BuildTime = 4000
PopLimitScore = 7.3
VisualBlockageAltitude = 0.0
TileLayout = (-1,0), (1,0), (0,-1), (0,1)
Description = Defensive Structure. Targets Ground units only.
HotKey = ;

[M4_TURRET_GUN]
Type = Weapon
WeaponClass = Explosive
ShotSpeed = 3.0
Homing = 1
ResourceTypeConsumed = Energy
ResourceConsumedPerShot = 0.1
AttackDamage = 40
AttackRange = 22
;AttackMinRange = 4
OvershootDistance = 0
DamageDecay = 1.0
AttackArea = 0.0
RateOfFireStart	= 80
RateOfFireContinue = 100
;AttackGroundOrder = on
;AutoFireWeapon = on
;AutoSelected = on
PopLimitScore = 0.25
HitGround = on
HitAir = never
AccuracyGround = -1
AccuracyAir = -1
CriticalHitChance = 0
CriticalHitModifier = 0.0
TurretRotationVelocity = 10
DamageFactorVehicleOccupant = 0.6
DamageFactorStructureOccupant = 0.4
DamageFactorTargetBehindShortWall = 0.5
Description = Energy Laced shell launcher. Low Rate of Fire, explosive shells.