<power name="PrairieFire" type="PrairieFire">

   <Placement forceOnMap='1'>full</Placement>
   <ActiveTime>-1</ActiveTime>

   <MinimapEventTime SendAlertTo="all">10.0</MinimapEventTime>

   <!-- Forest Fire Specific -->
   <Icon>god power firestorm icon</Icon>
   <UsedIcon>god power firestorm icon done</UsedIcon>

   <BurnLength>2.0</BurnLength>
   <!-- <BurnFadeLength>15.0</BurnFadeLength> -->
   <FireDistance>15.0</FireDistance>
   <FireSpreadSpeed>10.0</FireSpreadSpeed>
   <FireSpreadAngle>45.0</FireSpreadAngle>
   <FireSFX>TestObject</FireSFX>
   <!-- How much HP damage the fire inflicts to units in the spreading fire -->
   <!-- VERY TEMPORARY, I'll fix when I come back from Boston to make it use the GPDamageModel
        like ForestFire was using in AoM -->
   <FireDamage>100.0</FireDamage>

   <!-- GP Damage Model-->
   <!-- NOT SUPPORTED YET
   <GPDamageModel>
		<!-- Player Relation defines for whom the damage model will be applied to
		<PlayerRelation>enemy</PlayerRelation>

        <!-- BaseDamagePercent : values must be between 0.0f and 1.0f because this is a percentage
        <BaseDamagePercentUnit>0.80</BaseDamagePercentUnit>
        <BaseDamagePercentVillager>0.50</BaseDamagePercentVillager>
        <BaseDamagePercentBuilding>0.90</BaseDamagePercentBuilding>

        <!-- MinHP Damage : values represent the min amount of HP damage the power will do
        <MinHPDamageUnit>500</MinHPDamageUnit>
        <MinHPDamageVillager>600</MinHPDamageVillager>
        <MinHPDamageBuilding>2000</MinHPDamageBuilding>

        <!-- MaxHP Damage : values represent the absolute max amount of HP damage the power will do
        <MaxHPDamageUnit>2000</MaxHPDamageUnit>
        <MaxHPDamageVillager>800</MaxHPDamageVillager>
        <MaxHPDamageBuilding>2000</MaxHPDamageBuilding>
   </GPDamageModel>
   -->

</power>
