[template OrganizationComponent]
{
	;; determines whether organization can resupply its elements
	;; HACK: default value here until in all the data
	flag	supply_used = true

	;; priority used to placement element in appropriate group position (0 is lowest).
	;; NOTE: if non-zero this overrides the group_priority specified by the units.
	int	company_group_priority = 0

	;; Average loss of health per second due to an upkeep shortage (actually is rate*health_max).
	;; This applies to all elements simultaneously unlike resupply_rate (which is one at a time).
	fixed	shortfall_damage_rate = 0.01

	string	layout_IDS
	fixed	entrenchment_time
	
	;; Radius of control zone.
	fixed	control_range = 8.0

	;; Radius of organization's operational range.
	fixed	operational_range = 10.0

	;; Organization routs when its current morale reaches this.
	fixed	morale_breakpoint = 5.0
	
	;; drp020503 - obsolete, morale defined by elements
	;;fixed	morale_max

	;; These Slots are in the same order as the layout. 
	;; element_IDS = 'null' means by default the slot is empty

	;; does the organization rampage when it has no denizen home
	flag	rampages = false
	
	;; What are the odds that when getting to a waypoint, the company will stop and take a breather
	;; [0%-100%]
	fixed	rampage_wait_chance = 25%
	
	;; How many points should the rampaging company attempt to score. More points negatively affects
	;; performance, but increases odds that the resulting answer are actually within the direction
	;; and distance ranges. 
	;; [0, inf)
	int		rampage_points_to_try = 50
	
	;; What is the preferred direction of travel, relative to the direction the organization is currently
	;; traveling. (Min and Max, in degrees). The second number should be larger than the first.
	;; [-180, N), (N, 180]
	point2	rampage_direction = -90, 90
	
	;; What is the preferred distance of travel? IE, how far should this organization travel before
	;; potentially resting (and picking a new destination.) Specified as Min, and Max, Max should
	;; be greater than Min.
	;; [0, N), (N, inf)
	point2	rampage_distance = 10, 40
	
	;; If more than this percentage of the organization becomes detached, the organization will 
	;; pause until that unit regroups with his friends; prevents the group from becoming split up
	;; [0%-100%]
	fixed	rampage_max_detached_ratio = 50%
	
	;; Specifies whether the organization is aggressive during its rampage or not. Examples of a 
	;; non-aggressive rampage are Elk (for instance), who should not attack units they come in 
	;; contact with. 
	;; (false, true)
	flag	rampage_aggressive = true

	;; recruit time for organization
	fixed	recruit_time = 0

	;; are all organization elements recruited at the same time
	bool	recruit_full = false

	;; can the organization be in supply when not attached to an HQ
	bool	in_supply_detached = true

	[list Slot]
	string	element_IDS
}
