;;-------------------------------------------------Reflection Projections----------------------------------------

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_artillery_projection_name"
	texture = Armies/GBR/GBRArtilleryProjection.dds	
	IDS = gbr_artillery_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_tank_projection_name"
	texture = Armies/GBR/GBRTankProjection.dds	
	IDS = gbr_tank_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_tank_air_projection_name"
	texture = Armies/GBR/GBRTankAirProjection.dds	
	IDS = gbr_tank_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_half_track_projection_name"
	texture = Armies/GBR/GBRHalfTrackProjection.dds	
	IDS = gbr_half_track_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_half_track_air_projection_name"
	texture = Armies/GBR/GBRHalfTrackAirProjection.dds	
	IDS = gbr_half_track_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_standing_attack_projection_name"
	texture = Armies/GBR/GBRStandingAttackProjection.dds	
	IDS = gbr_standing_attack_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_standing_attack_air_projection_name"
	texture = Armies/GBR/GBRStandingAttackAirProjection.dds	
	IDS = gbr_standing_attack_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_gbr_capital_projection_name"
	texture = Armies/GBR/GBRCapitalProjection.dds	
	IDS = gbr_capital_projection
	attached_scale = 0
	texture_size = 6
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_artillery_projection_name"
	texture = Armies/GER/GERArtilleryProjection.dds	
	IDS = ger_artillery_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_tank_projection_name"
	texture = Armies/GER/GERTankProjection.dds	
	IDS = ger_tank_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_tank_air_projection_name"
	texture = Armies/GER/GERTankAirProjection.dds	
	IDS = ger_tank_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_half_track_projection_name"
	texture = Armies/GER/GERHalfTrackProjection.dds	
	IDS = ger_half_track_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_half_track_air_projection_name"
	texture = Armies/GER/GERHalfTrackAirProjection.dds	
	IDS = ger_half_track_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_standing_attack_projection_name"
	texture = Armies/GER/GERStandingAttackProjection.dds	
	IDS = ger_standing_attack_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_standing_attack_air_projection_name"
	texture = Armies/GER/GERStandingAttackAirProjection.dds	
	IDS = ger_standing_attack_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_ger_capital_projection_name"
	texture = Armies/GER/GERCapitalProjection.dds	
	IDS = ger_capital_projection
	attached_scale = 0
	texture_size = 6
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_artillery_projection_name"
	texture = Armies/JPN/JPNArtilleryProjection.dds	
	IDS = jpn_artillery_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_tank_projection_name"
	texture = Armies/JPN/JPNTankProjection.dds	
	IDS = jpn_tank_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_tank_air_projection_name"
	texture = Armies/JPN/JPNTankAirProjection.dds	
	IDS = jpn_tank_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_half_track_projection_name"
	texture = Armies/JPN/JPNHalfTrackProjection.dds	
	IDS = jpn_half_track_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_half_track_air_projection_name"
	texture = Armies/JPN/JPNHalfTrackAirProjection.dds	
	IDS = jpn_half_track_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_standing_attack_projection_name"
	texture = Armies/JPN/JPNStandingAttackProjection.dds	
	IDS = jpn_standing_attack_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_standing_attack_air_projection_name"
	texture = Armies/JPN/JPNStandingAttackAirProjection.dds	
	IDS = jpn_standing_attack_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_jpn_capital_projection_name"
	texture = Armies/JPN/JPNCapitalProjection.dds	
	IDS = jpn_capital_projection
	attached_scale = 0
	texture_size = 6
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_artillery_projection_name"
	texture = Armies/RUS/RUSArtilleryProjection.dds	
	IDS = rus_artillery_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_tank_projection_name"
	texture = Armies/RUS/RUSTankProjection.dds	
	IDS = rus_tank_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_tank_air_projection_name"
	texture = Armies/RUS/RUSTankAirProjection.dds	
	IDS = rus_tank_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_half_track_projection_name"
	texture = Armies/RUS/RUSHalfTrackProjection.dds	
	IDS = rus_half_track_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_half_track_air_projection_name"
	texture = Armies/RUS/RUSHalfTrackAirProjection.dds	
	IDS = rus_half_track_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_standing_attack_projection_name"
	texture = Armies/RUS/RUSStandingAttackProjection.dds	
	IDS = rus_standing_attack_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_standing_attack_air_projection_name"
	texture = Armies/RUS/RUSStandingAttackAirProjection.dds	
	IDS = rus_standing_attack_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_rus_capital_projection_name"
	texture = Armies/RUS/RUSCapitalProjection.dds	
	IDS = rus_capital_projection
	attached_scale = 0
	texture_size = 6
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_artillery_projection_name"
	texture = Armies/USA/USAArtilleryProjection.dds	
	IDS = usa_artillery_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_tank_projection_name"
	texture = Armies/USA/USATankProjection.dds	
	IDS = usa_tank_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_tank_air_projection_name"
	texture = Armies/USA/USATankAirProjection.dds	
	IDS = usa_tank_air_projection
	attached_scale = 0
	texture_size = 3
}


[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_half_track_projection_name"
	texture = Armies/USA/USAHalfTrackProjection.dds	
	IDS = usa_half_track_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_half_track_air_projection_name"
	texture = Armies/USA/USAHalfTrackAirProjection.dds	
	IDS = usa_half_track_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_standing_attack_projection_name"
	texture = Armies/USA/USAStandingAttackProjection.dds	
	IDS = usa_standing_attack_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_standing_attack_air_projection_name"
	texture = Armies/USA/USAStandingAttackAirProjection.dds	
	IDS = usa_standing_attack_air_projection
	attached_scale = 0
	texture_size = 3
}

[Thing Inherit=VFXProjectedTextureLit]
{
	name = "#mg_army_usa_capital_projection_name"
	texture = Armies/USA/USACapitalProjection.dds	
	IDS = usa_capital_projection
	attached_scale = 0
	texture_size = 6
}

;---------------------------------------------------------------------------------------
;
; BASIC MG ARMY TEMPLATE
;
; So possibly this could inherit from Actor and then not specify some of the 
; components that aren't used (like most of them).   However, the engine expects
; units to have most of these components and tends to blow up whenever certain
; ones are omitted (for instance, to have a mind component to be able move the
; unit, we are required to have an element component).   To save everyone some
; pain, I just created this template with a bunch of dummy values.  The only 
; things that are actually useful are the MetaGameComponent and the View.
;
;---------------------------------------------------------------------------------------

;; This is the basic template that all MG armies use
[Template MetaGameArmy Inherit=Unit]
{
	category = METAGAME_ACTOR
	places_tracks = true

	[MetaGameComponent]
	{		
		movement = 1

		; percent amount this army increases quickbattle victory odds
		; this is addition to the amount of damage done by the divisions
		damage = 0.00

		; all MG actors require a matching preference, and they should all be unique!
		; if a user upgrades an army to have extra divisions, and multiple MG armies 
		; "match" the divisions, then the one with the strongest (lowest number) 
		; preference is used in the game.  
		division_matching_preference = 0

		[StockpileBonus Inherit=ResourceList]
		money = 25

		[WaterStockpileBonus Inherit=ResourceList]
		money = 50
	}

	[BodyComponent]
	{
		rot_time = 3
		sink_time = 2
		health = 1
		defense = 1
	}
	
	[EconomyComponent]
	{
		[Cost]
		money = 0
		
		[Upkeep]
		unit_limit_consumed = 0
		oil = 0
	}

	[ElementComponent]
	{
		morale_value = 1
	}
	
	[PropertiesComponent]
	{	
		[Property]
		property_IDS = captain
	}
	
	[DetectionComponent]
	{
		detection_range = 1.0
		remote_detection_range = 1.0
	}

	[View]
	{
		shadow_type = STENCIL
		;; shadow_texture = /effects/shadows/UnitShadow.dds

		selected_vfx = selected_circle_stationary
		focused_vfx = selected_circle
		aspects_as_variations = false
		icon = %sIcon.dds
		[TextureSearchPath]
		path = /Shared/SharedTextures
		
		[WhenDestroyed Template=FXC_PlaySFX]
		audio_ids = mg_death_army
		at = TARGET_GROUND
	}

	[Flags]
	{
		targetable = true
		blocking = false
		axis_locked = true
	}

	[Size]
	{
		height = 2

		blocking_shape = CIRCLE
		blocking_radius = 0.5
		
		soft_shape = RECT
		rect_width = 1.5
		rect_height = 1.5
		
		fixed scale_min = 1.0
		fixed scale_max = 1.0
	}

	[MoverComponent]
	{
		speed_max = 32.0
		acceleration = 10.0
		
		[WhenStartMoving Template=FXC_PlaySFX]
		audio_IDS = mg_army_move
	}
}

;; Added template to standardize the tooltip
[Template MetaGameComponentArmy Inherit=MetaGameComponent]
{
	movement = 1
}

;---------------------------------------------------------------------------------------
;
;  BASIC GAME PIECES
; 
;  All the templates for the basic army types with their appropriate division 
;  matching preferences.  For each army, there is a corresponding army with an air
;  division with slightly more important division matching preference and different
;  graphics.
;
;---------------------------------------------------------------------------------------


[Template MetaGameCapital Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameCapital_name"

	[MetaGameComponent]
	{		
		movement = 0
		damage = 0.0
		capturable = true
		upgradable = false
		rts_actor_ids = NULL
		rts_water_actor_ids = NULL

		; visual display preference for this army
		division_matching_preference = 200
	}
}

[Template MetaGameInfantryArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameInfantryArmy_name"

	[MetaGameComponent Template=MetaGameComponentArmy]
	{		
		; visual display preference for this army
		division_matching_preference = 100
		tooltip = "#mg_army_MetaGameComponent_tooltip"

		damage = 0.05

		[StockpileBonus Inherit=ResourceList]
		money = 50

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
	}
	
	[View]
	icon = UI/ArmyIcons/IconInfantry.png
}

[Template MetaGameInfantryAirArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameInfantryAirArmy_name"

	[MetaGameComponent Template=MetaGameComponentArmy]
	{		
		; visual display preference for this army
		division_matching_preference = 90
		tooltip = "#mg_army_MetaGameComponent_tooltip_2"

		damage = 0.18

		[StockpileBonus Inherit=ResourceList]
		money = 160

		[WaterStockpileBonus Inherit=ResourceList]
		money = 320
	}
	
	[View]
	icon = UI/ArmyIcons/IconInfantryAir.png
}

[Template MetaGameMobileArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameMobileArmy_name"
	
	[MetaGameComponent Template=MetaGameComponentArmy]
	{		
		; visual display preference for this army
		division_matching_preference = 80
		tooltip = "#mg_army_MetaGameComponent_tooltip_3"

		damage = 0.13

		[StockpileBonus Inherit=ResourceList]
		money = 120

		[WaterStockpileBonus Inherit=ResourceList]
		money = 240
	}

	[View]
	icon = UI/ArmyIcons/IconMechanized.png
}

[Template MetaGameMobileAirArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameMobileAirArmy_name"
	
	[MetaGameComponent Template=MetaGameComponentArmy]
	{		
		; visual display preference for this army
		division_matching_preference = 70
		tooltip = "#mg_army_MetaGameComponent_tooltip_4"

		damage = 0.23

		[StockpileBonus Inherit=ResourceList]
		money = 220

		[WaterStockpileBonus Inherit=ResourceList]
		money = 440
	}

	[View]
	icon = UI/ArmyIcons/IconMechanizedAir.png
}

[Template MetaGameArmoredArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameArmoredArmy_name"
	
	[MetaGameComponent Template=MetaGameComponentArmy]
	{		
		; visual display preference for this army
		division_matching_preference = 60
		tooltip = "#mg_army_MetaGameComponent_tooltip_5"

		damage = 0.19

		[StockpileBonus Inherit=ResourceList]
		money = 190

		[WaterStockpileBonus Inherit=ResourceList]
		money = 380
	}

	[View]
	icon = UI/ArmyIcons/IconArmor.png
}

[Template MetaGameArmorAirArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameAirArmy_name"
	
	[MetaGameComponent Template=MetaGameComponentArmy]
	{
		; visual display preference for this army
		division_matching_preference = 50
		tooltip = "#mg_army_MetaGameComponent_tooltip_6"

		damage = 0.28

		[StockpileBonus Inherit=ResourceList]
		money = 280

		[WaterStockpileBonus Inherit=ResourceList]
		money = 560
	}

	[View]
	icon = UI/ArmyIcons/IconArmorAir.png
}

[Template MetaGameDefensiveArmy Inherit=MetaGameArmy]
{
	name = "#mg_army_MetaGameDefensiveArmy_name"
		
	[MetaGameComponent]
	{		
		damage = 0.25
		movement = 0
		upgradable = false

		; visual display preference for this army
		division_matching_preference = 40

		[StockpileBonus Inherit=ResourceList]
		money = 250

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
	}

	[View]
	icon = UI/ArmyIcons/IconDefensive.png
}

;---------------------------------------------------------------------------------------
;
;  Very special defensive unit types used in the dynamic campaign.
;
;---------------------------------------------------------------------------------------


[Thing Inherit=MetaGameArmy]
{
	IDS = mg_itl_army_capital
	name = "#mg_itl_army_capital_name"	
	[MetaGameComponent]
	{		
		damage = 2.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create		
		rts_actor_ids = gerit_airfield
		rts_water_actor_ids = gerit_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000


		[WaterStockpileBonus Inherit=ResourceList]
		money = 300
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = gerit_division_infantry

	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



[Thing Inherit=MetaGameArmy]
{
	IDS = mg_rus_army_capital
	name = "#mg_rus_army_capital_name"	
	[MetaGameComponent]
	{		
		damage = 7.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create		
		rts_actor_ids = rus_airfield
		rts_water_actor_ids = rus_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000
		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = rus_division_mobile

	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}




[Thing Inherit=MetaGameArmy]
{
	IDS = mg_ger_army_capital
	name = "#mg_ger_army_capital_name"	
	[MetaGameComponent]
	{		

		damage = 10.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_airfield
		rts_water_actor_ids = ger_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_armor

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_ger_army_afrika
	name = "#mg_ger_army_afrika_name"	
	[MetaGameComponent]
	{		

		damage = 8.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerit_airfield
		rts_water_actor_ids = gerit_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 5000
		oil = 5000

		[Division]
		ids = ger_division_mobile

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}






[Thing Inherit=MetaGameArmy]
{
	IDS = mg_gbr_army_capital
	name = "#mg_gbr_army_capital_name"	
	[MetaGameComponent]
	{		
		damage = 10.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_airfield
		rts_water_actor_ids = gbr_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = gbr_division_mobile
	}
	
	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GBR/GBRArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}


[Thing Inherit=MetaGameArmy]
{
	IDS = mg_jpn_army_capital
	name = "#mg_jpn_army_capital_name"	
	[MetaGameComponent]
	{		

		damage = 6.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_airfield
		rts_water_actor_ids = jpn_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = jpn_division_armor
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}


[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usa_army_capital
	name = "#mg_usa_army_capital_name"	
	[MetaGameComponent]
	{		
		damage = 8.0
		movement = 0
		upgradable = false

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usa_airfield
		rts_water_actor_ids = usa_airfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 600
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = usa_division_armor

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}


[Thing Inherit=MetaGameArmy]
{
	IDS = mg_gbr_fareastcommand_garrison
	name = "#mg_army_mg_gbr_fareastcommand_garrison_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 2.0
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_tacairfield 
		rts_water_actor_ids = gbr_tacairfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 300
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = gbr_division_infantry
		
		; visual display preference for this army
		division_matching_preference = 2


	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GBR/GBRArtillery
		icon = UI/ArmyIcons/IconDefensive.png

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_artillery_projection
		}

		[Aspect Template=AAAspectDeath]
	}
}


[Thing Inherit=MetaGameArmy]
{
	IDS = mg_rus_china
	name = "#mg_army_mg_rus_china_name"
	
	[MetaGameComponent]
	{	
		movement = 0
		damage = 2.0
		upgradable = false

		; when launching into the RTS, this is the actor to create		
		rts_actor_ids = NULL
		rts_water_actor_ids = NULL

		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 2000
		oil = 2000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 2000
		oil = 2000
		[Division]
		ids = rus_division_infantry

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usach_flyingtigers_base
	name = "#mg_army_mg_usach_flyingtigers_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 1.0
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usach_flyingtigers
		rts_water_actor_ids = NULL
		
		; visual display preference for this army
		division_matching_preference = 2

	}
	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_ger_itlnaval_base
	name = "#mg_army_mg_ger_itlnaval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 0.1
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_itlbattleship_dynamic
		rts_water_actor_ids = NULL
		
		; visual display preference for this army
		division_matching_preference = 2

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}





[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usa_task_force
	name = "#mg_usa_task_force_name"	
	
	[MetaGameComponent]
	{		
		movement = 1
		damage = 0.2
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usa_carrier
		rts_water_actor_ids = usa_carrier
		
		; visual display preference for this army
		division_matching_preference = 7

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 4000
		oil = 4000
		[WaterStockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 4000
		oil = 4000
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery
		icon = UI/ArmyIcons/IconDefensive.png

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
		}

		[Aspect Template=AAAspectDeath]
	}
}



[Thing Inherit=MetaGameArmy]
{
	IDS = mg_rus_naval_base
	name = "#mg_army_mg_rus_naval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 0.1
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_battleship_dynamic
		rts_water_actor_ids = NULL
		
		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000
		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000


	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}





[Thing Inherit=MetaGameArmy]
{
	IDS = mg_ger_naval_base
	name = "#mg_army_mg_ger_naval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 0.1
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_battleship_dynamic
		rts_water_actor_ids = NULL
		
		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000
		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



[Thing Inherit=MetaGameArmy]
{
	IDS = mg_jpn_naval_base
	name = "#mg_army_mg_jpn_naval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 1
		damage = 0.2
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_battleship_dynamic
		rts_water_actor_ids = jpn_battleship_dynamic
		
		; visual display preference for this army
		division_matching_preference = 1

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 3000
		oil = 3000
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_jpn_taskforce_base
	name = "#mg_army_mg_jpn_taskforce_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 1
		damage = 0.2
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_carrier
		rts_water_actor_ids = jpn_carrier
		
		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 1000
		ammo = 3000
		oil = 3000


	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



[Thing Inherit=MetaGameArmy]
{
	IDS = mg_gbr_naval_base
	name = "#mg_army_mg_gbr_naval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 1
		damage = 0.1
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr3_battleship_dynamic
		rts_water_actor_ids = gbr3_battleship_dynamic
		
		; visual display preference for this army
		division_matching_preference = 1

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 1000
		ammo = 3000
		oil = 3000
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GBR/GBRArtillery
		icon = UI/ArmyIcons/IconDefensive.png
		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usa_naval_base
	name = "#mg_army_mg_usa_naval_base_name"	
	
	[MetaGameComponent]
	{		
		movement = 1
		damage = 0.1
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usa3_battleship_dynamic
		rts_water_actor_ids = usa3_battleship_dynamic
		
		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 3000
		oil = 3000

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery
		icon = UI/ArmyIcons/IconDefensive.png

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
		}

		[Aspect Template=AAAspectDeath]
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usa_phillipine_garrison
	name = "#mg_army_mg_usa_phillipine_garrison_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 6.0
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
	rts_actor_ids = usa_marineairfield
	rts_water_actor_ids = usa_marineairfield

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = usa_division_marine

		
		; visual display preference for this army
		division_matching_preference = 2

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery
		icon = UI/ArmyIcons/IconDefensive.png

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
		}

		[Aspect Template=AAAspectDeath]
	}
}

[Thing Inherit=MetaGameArmy]
{
	IDS = mg_usa_china
	name = "#mg_army_mg_usa_china_name"	
	
	[MetaGameComponent]
	{		
		movement = 0
		damage = 2.0
		upgradable = false
		
		; when launching into the RTS, this is the actor to create
	rts_actor_ids = usach_corps_dynamic
	rts_water_actor_ids = null
		
		; visual display preference for this army
		division_matching_preference = 2

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery
		icon = UI/ArmyIcons/IconDefensive.png

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]
	}
}

;---------------------------------------------------------------------------------------
;
;  U  S  A
;
;---------------------------------------------------------------------------------------

[Thing Inherit=MetaGameCapital]
{
	IDS = mg_usa_capital

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usa_airfield
		rts_water_actor_ids = NULL

		
	[View]
	{
		icon = UI/ArmyIcons/IconCapitalUSA.png
		resource_prefix = Armies/USA/USACapital

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_waving_flag_pole
			location = building_flag
		}

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_capital_projection
			location = position
		}

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_capital_select
	}


}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_usa_army_infantry
	
	[MetaGameComponent]
	{		
		damage = 1.0

		division_matching_preference = 10

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 2000
		oil = 2000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 120
		ammo = 2000
		oil = 2000

		[Division]
		ids = usa_division_infantry
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_standing_attack_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_infantry_attack
	}
}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_usa_army_marine
	name = "#mg_army_mg_usa_marine_corps_name"
	
	[MetaGameComponent]
	{		
		damage = 2.0

		upgradable = false

		division_matching_preference = 2

		; when launching into the RTS, this is the actor to create
	rts_actor_ids = gbr_bunker_aa
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[Division]
		ids = usa_division_marine

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_standing_attack_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_infantry_attack
	}
}



[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_usa_army_mobile
	

	[MetaGameComponent]
	{

		damage = 2.0

		division_matching_preference = 2

		; when launching into the RTS, this is the actor to create
	rts_actor_ids = usa_bunker_atg
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[Division]
		ids = usa_division_mobile

	}

	[Stance Template=StanceDeath]
	[View]
	{
		resource_prefix = Armies/USA/USAHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_half_track_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_attack
	}
}

[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_usa_army_infantry_air
	
	[MetaGameComponent]
	{	
		damage = 1.5

		division_matching_preference = 9

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 2000
		oil = 2000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 120
		ammo = 2000
		oil = 2000

		[Technology]
		ids = air_support	

		[Division]
		ids = usa_division_infantry

		[Division]	
		ids = usa_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/USA/USAStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_standing_attack_air_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_infantry_attack
	}
}

[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_usa_army_marine_air
	name = "#mg_army_mg_usa_marine_corps_air_name"	
	[MetaGameComponent]
	{	
		damage = 3.0

		division_matching_preference = 1

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = usa_marineairfield
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 3000
		oil = 3000

		upgradable = false

		[Technology]
		ids = air_support
		
		[Division]
		ids = usa_division_marine

		[Division]	
		ids = usa_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/USA/USAStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_standing_attack_air_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_usa_army_mobile_air

	[MetaGameComponent]
	{

		damage = 3.0

		division_matching_preference = 1

		; when launching into the RTS, this is the actor to create
	rts_actor_ids = usa_armytacairfield
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 5000
		oil = 5000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 5000
		oil = 5000

		[Technology]
		ids = air_support

		[Division]
		ids = usa_division_mobile

		[Division]	
		ids = usa_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/USA/USAHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_half_track_air_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_halftrack_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_usa_army_armor
	
	[MetaGameComponent]
	{		

		damage = 3.0

		division_matching_preference = 2

		; when launching into the RTS, this is the actor to create
	rts_actor_ids = gbr_bunker_aa
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 8000
		oil = 8000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 8000
		oil = 8000

		[Division]
		ids = usa_division_armor

	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/USA/USATank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_tank_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_attack
	}
}

[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_usa_army_armor_air
	
	[MetaGameComponent]
	{		
		damage = 4.0

		division_matching_preference = 1

		; when launching into the RTS, this is the actor to create
	rts_actor_ids = usa_armytacairfield
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 8000
		oil = 8000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 8000
		oil = 8000

		[Technology]
		ids = air_support

		[Division]
		ids = usa_division_armor

		[Division]
		ids = usa_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/USA/USATankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_tank_air_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = usa_tank_heavy_attack
	}
}

[Thing Inherit=MetaGameDefensiveArmy]
{
	IDS = mg_usa_army_defensive
	
	[MetaGameComponent]
	{		
		damage = 3.0
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = Null
		rts_water_actor_ids = Null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 10000
		oil = 10000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 1000
		ammo = 10000
		oil = 10000

		[Technology]
		ids = air_support

		[Division]
		ids = usa_division_infantry

		[Division]
		ids = usa_division_air
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/USA/USAArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = usa_artillery_projection
			location = position
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



;---------------------------------------------------------------------------------------
;
;  J A P A N
;
;---------------------------------------------------------------------------------------

[Thing Inherit=MetaGameCapital]
{
	IDS = mg_jpn_capital

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_airfield
		rts_water_actor_ids = NULL

	[View]
	{
		icon = UI/ArmyIcons/IconCapitalJPN.png
		resource_prefix = Armies/JPN/JPNCapital

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_waving_flag_pole
			location = building_flag
		}

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_capital_projection
		}

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_capital_select
	}


}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_jpn_army_infantry
	
	[MetaGameComponent]
	{
		damage = 0.5

		division_matching_preference = 2

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 1000
		ammo = 1000
		oil = 1000

		[Division]
		ids = jpn_division_infantry
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/JPN/JPNStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_standing_attack_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_jpn_army_mobile

	[MetaGameComponent]
	{

		damage = 0.8
		division_matching_preference = 5

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_mobile
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/JPN/JPNHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_half_track_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_attack
	}
}

[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_jpn_army_infantry_air
	
	[MetaGameComponent]
	{		

		damage = 1.0

		division_matching_preference = 1

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 1000
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_air	
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_standing_attack_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_jpn_army_mobile_air

	[MetaGameComponent]
	{

		damage = 1.3

		division_matching_preference = 4
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_mobile

		[Division]
		ids = jpn_division_air	
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/JPN/JPNHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_half_track_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_halftrack_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_jpn_army_armor
	
	[MetaGameComponent]
	{		
		damage = 1.0

		division_matching_preference = 10
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_mobile

		[Division]
		ids = jpn_division_armor
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/JPN/JPNTank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_tank_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_tank_light_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_tank_light_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_tank_light_attack
	}
}

[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_jpn_army_armor_air
	
	[MetaGameComponent]
	{		

		damage = 1.5

		division_matching_preference = 9
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_mobile

		[Division]
		ids = jpn_division_armor

		[Division]
		ids = jpn_division_air		
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNTankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_tank_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = jpn_tank_medium_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = jpn_tank_medium_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = jpn_tank_medium_attack
	}
}

[Thing Inherit=MetaGameDefensiveArmy]
{
	IDS = mg_jpn_army_defensive
	
	[MetaGameComponent]
	{		

		damage = 2.6

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = jpn_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 10000
		oil = 10000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 10000
		oil = 10000

		[Technology]
		ids = air_support

		[Division]
		ids = jpn_division_infantry

		[Division]
		ids = jpn_division_mobile

		[Division]
		ids = jpn_division_air

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}


;---------------------------------------------------------------------------------------
;
;  G R E A T   B R I T A I N
;
;---------------------------------------------------------------------------------------

[Thing Inherit=MetaGameCapital]
{
	IDS = mg_gbr_capital

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_airfield
		rts_water_actor_ids = NULL
	
	[View]
	{
		icon = UI/ArmyIcons/IconCapitalGBR.png
		resource_prefix = Armies/GBR/GBRCapital

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_waving_flag_pole
			location = building_flag
		}

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_capital_projection
		}

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_capital_select
	}


}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_gbr_army_infantry
	
	[MetaGameComponent]
	{		
		damage = 1.0
		division_matching_preference = 8
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000

		[Division]
		ids = gbr_division_infantry
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GBR/GBRStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_standing_attack_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_gbr_army_mobile

	[MetaGameComponent]
	{

		damage = 2.0
		division_matching_preference = 2
		; when launching into the RTS, this is the actor to create
	rts_actor_ids = gbr_bunker_atg
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000

		[Division]
		ids = gbr_division_mobile
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GBR/GBRHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_half_track_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_attack
	}
}

[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_gbr_army_infantry_air
	
	[MetaGameComponent]
	{		

		damage = 2.0
		division_matching_preference = 7
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support
		
		[Division]
		ids = gbr_division_infantry

		[Division]
		ids = gbr_division_air
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GBR/GBRStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_standing_attack_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_gbr_army_mobile_air


	[MetaGameComponent]
	{

		damage = 3.0
		division_matching_preference = 1
		; when launching into the RTS, this is the actor to create
	rts_actor_ids = gbr_bunker_aa
	rts_water_actor_ids = null

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = gbr_division_mobile

		[Division]
		ids = gbr_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GBR/GBRHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_half_track_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_halftrack_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_gbr_army_armor
	
	[MetaGameComponent]
	{		
		damage = 3.0

		division_matching_preference = 3

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000


		[Division]
		ids = gbr_division_armor
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GBR/GBRTank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_tank_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_tank_light_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_tank_light_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_tank_light_attack
	}
}

[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_gbr_army_armor_air
	
	[MetaGameComponent]
	{		
		damage = 4.0 
		division_matching_preference = 2

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 500
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = gbr_division_armor

		[Division]
		ids = gbr_division_air
	}


	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GBR/GBRTankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_tank_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = gbr_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = gbr_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = gbr_tank_heavy_attack
	}
}

[Thing Inherit=MetaGameDefensiveArmy]
{
	IDS = mg_gbr_army_defensive
	
	[MetaGameComponent]
	{		
		damage = 4.0
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gbr_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 800
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = gbr_division_infantry

		[Division]
		ids = gbr_division_air
	}
	
	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GBR/GBRArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = gbr_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



;---------------------------------------------------------------------------------------
;
;  G E R M A N Y
;
;---------------------------------------------------------------------------------------

[Thing Inherit=MetaGameCapital]
{
	IDS = mg_ger_capital

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_airfield
		rts_water_actor_ids = NULL
	
	[View]
	{
		icon = UI/ArmyIcons/IconCapitalGER.png
		resource_prefix = Armies/GER/GERCapital

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_waving_flag_pole
			location = building_flag
		}

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_capital_projection
		}

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_capital_select
	}

}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_ger_army_infantry
	
	[MetaGameComponent]
	{	

		damage = 2.0
		movement = 1
		division_matching_preference = 10	
		; when launching into the RTS, this is the actor to create 
		rts_actor_ids = ger_bunker_aa 
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000


		[Division]
		ids = ger_division_infantry
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_standing_attack_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_infantry_attack
	}
}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_gerit_army_infantry

	name = "#mg_army_mg_ger_italian_corps_name"
	
	[MetaGameComponent]
	{	

		damage = 1.0
		division_matching_preference = 2	
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerit_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000

		upgradable = false

		[Division]
		ids = gerit_division_infantry
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/JPN/JPNStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = jpn_standing_attack_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_infantry_attack
	}
}




[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_ger_army_mobile

	[MetaGameComponent]
	{

		damage = 3.0
		movement = 2
		division_matching_preference = 5
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Division]
		ids = ger_division_mobile

	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_half_track_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_attack
	}
}



[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_gerss_army_mobile

name = "#mg_army_mg_gerss_army_mobile_name"

	[MetaGameComponent]
	{

		damage = 3.5
		movement = 2
		division_matching_preference = 5
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerss1_corps
		rts_water_actor_ids = ger1_battleship_dynamic

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_half_track_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_attack
	}
}


[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_ger_army_infantry_air
	
	[MetaGameComponent]
	{		
		damage = 3.0
		movement = 1
		division_matching_preference = 9
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_infantry

		[Division]
		ids = ger_division_air1
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_standing_attack_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_ger_army_mobile_air

	[MetaGameComponent]
	{
		damage = 4.0
		movement = 2
		division_matching_preference = 4
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_mobile

		[Division]
		ids = ger_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_half_track_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_gerss_army_mobile_air

name = "#mg_army_gerss_army_mobile_air_name"

	[MetaGameComponent]
	{
		damage = 4.5
		movement = 2
		division_matching_preference = 4
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerss1_corps
		rts_water_actor_ids = ger1_battleship_dynamic

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_half_track_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_halftrack_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_ger_army_armor
	
	[MetaGameComponent]
	{		
		damage = 4.0
		division_matching_preference = 2
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 300
		ammo = 1000
		oil = 1000

		[Division]
		ids = ger_division_armor
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERTank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_tank_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_gerss_army_armor

	name = "#mg_army_mg_gerss_army_armor_name"
	
	[MetaGameComponent]
	{		
		damage = 4.5
		division_matching_preference = 2
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerss2_corps
		rts_water_actor_ids = ger2_battleship_dynamic

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 400
		ammo = 1000
		oil = 1000

		[Division]
		ids = ger_division_armor
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/GER/GERTank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_tank_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_tank_light_attack
	}
}


[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_gerss_army_armor_air

	name = "#mg_army_mg_mg_gerss_army_armor_air_name"
	
	[MetaGameComponent]
	{		
		damage = 5.5
		division_matching_preference = 1
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = gerss2_corps
		rts_water_actor_ids = ger2_battleship_dynamic

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 400
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_air2
	}

	[Stance Template=StanceDeath]
		
	[View]
	{
		resource_prefix = Armies/GER/GERTankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_tank_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_attack
	}
}

[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_ger_army_armor_air
	
	[MetaGameComponent]
	{		
		damage = 5.0
		division_matching_preference = 1
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = ger_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 300
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_armor

		[Division]
		ids = ger_division_air2
	}

	[Stance Template=StanceDeath]
		
	[View]
	{
		resource_prefix = Armies/GER/GERTankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_tank_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = ger_tank_heavy_attack
	}
}


[Thing Inherit=MetaGameDefensiveArmy]
{
	IDS = mg_ger_army_defensive
	
	[MetaGameComponent]
	{		

		damage = 6.0

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = NULL
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 12000
		oil = 12000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 800
		ammo = 12000
		oil = 12000

		[Technology]
		ids = air_support

		[Division]
		ids = ger_division_infantry

		[Division]
		ids = ger_division_air1

	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/GER/GERArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = ger_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}
;---------------------------------------------------------------------------------------
;
;  R U S S I A
;
;---------------------------------------------------------------------------------------

[Thing Inherit=MetaGameCapital]
{
	IDS = mg_rus_capital

		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_airfield
		rts_water_actor_ids = NULL
		
	[View]
	{
		icon = UI/ArmyIcons/IconCapitalRUS.png
		resource_prefix = Armies/RUS/RUSCapital

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_waving_flag_pole
			location = building_flag
		}

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_capital_projection
		}

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_capital_select
	}


}

[Thing Inherit=MetaGameInfantryArmy]
{
	IDS = mg_rus_army_infantry
	
	[MetaGameComponent]
	{	

		damage = 1.5

		division_matching_preference = 9	
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000

		[Division]
		ids = rus_division_infantry
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSStandingAttack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_standing_attack_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileArmy]
{
	IDS = mg_rus_army_mobile

	[MetaGameComponent]
	{

		damage = 2.5

		division_matching_preference = 2
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Division]
		ids = rus_division_mobile
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSHalftrack

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_half_track_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_attack
	}
}


[Thing Inherit=MetaGameInfantryAirArmy]
{
	IDS = mg_rus_army_infantry_air
	
	[MetaGameComponent]
	{		
		damage = 2.5
		division_matching_preference = 10
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 100
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = rus_division_infantry

		[Division]
		ids = rus_division_air
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSStandingAttackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_standing_attack_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_infantry_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_infantry_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_infantry_attack
	}
}

[Thing Inherit=MetaGameMobileAirArmy]
{
	IDS = mg_rus_army_mobile_air

	[MetaGameComponent]
	{
		damage = 3.5
		division_matching_preference = 1
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 150
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = rus_division_mobile

		[Division]
		ids = rus_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSHalftrackAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_half_track_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_halftrack_attack
	}
}

[Thing Inherit=MetaGameArmoredArmy]
{
	IDS = mg_rus_army_armor
	
	[MetaGameComponent]
	{		
		damage = 3.5
		division_matching_preference = 2
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

		[Division]
		ids = rus_division_armor
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSTank

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_tank_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_tank_light_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_tank_light_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_tank_light_attack
	}
}

[Thing Inherit=MetaGameArmorAirArmy]
{
	IDS = mg_rus_army_armor_air
	
	[MetaGameComponent]
	{		
		damage = 4.5
		division_matching_preference = 1
		; when launching into the RTS, this is the actor to create
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 1000
		oil = 1000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 200
		ammo = 1000
		oil = 1000

		[Technology]
		ids = air_support

		[Division]
		ids = rus_division_armor

		[Division]
		ids = rus_division_air
	}

	[Stance Template=StanceDeath]
	
	[View]
	{
		resource_prefix = Armies/RUS/RUSTankAirSupport

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_tank_air_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = rus_tank_heavy_select

		[WhenCommanded Template=FXC_PlaySFX]
		audio_ids = rus_tank_heavy_move

		[WhenCommandedAggressive Template=FXC_PlaySFX]
		audio_ids = rus_tank_heavy_attack
	}
}

[Thing Inherit=MetaGameDefensiveArmy]
{
	IDS = mg_rus_army_defensive
	
	[MetaGameComponent]
	{		
		damage = 5.0

		; when launching into the RTS, this is the actor to create		
		rts_actor_ids = rus_bunker_aa
		rts_water_actor_ids = NULL

		[StockpileBonus Inherit=ResourceList]
		money = 2000
		ammo = 10000
		oil = 10000

		[WaterStockpileBonus Inherit=ResourceList]
		money = 800
		ammo = 10000
		oil = 10000

		[Technology]
		ids = air_support

		[Division]
		ids = rus_division_infantry

		[Division]
		ids = rus_division_air
	}

	[Stance Template=StanceDeath]

	[View]
	{
		resource_prefix = Armies/RUS/RUSArtillery

		[WhenCreated Template=FXC_CreateVFX]
		{
			vfx_ids = rus_artillery_projection
		}

		[Aspect Template=AAAspectDeath]

		[WhenSelected Template=FXC_PlaySFX]
		audio_ids = bunker_aa_select
	}
}



;---------------------------------------------------------------------------------------

