<?xml version="1.0"?>
<SpaceUnitsCapital>

	<SpaceUnit Name="Calamari_Cruiser">
		<Text_ID>TEXT_UNIT_CALAMARI_CRUISER</Text_ID>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>RV_MONCALCRUISER.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Calamari_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Rebel</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>4000</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			HP_Calamari_Cruiser_Weapon_FL, HP_Calamari_Cruiser_Weapon_FR, HP_Calamari_Cruiser_Weapon_BL, HP_Calamari_Cruiser_Weapon_BR, HP_Calamari_Cruiser_Weapon_ML, HP_Calamari_Cruiser_Weapon_MR, HP_Calamari_Cruiser_Engines
		</HardPoints>

		<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
		<GUI_Model_Name>RV_moncalcruiser.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
        
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>4500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>


	<SpaceUnit Name="Providence_Cruiser">
		<Text_ID>TEXT_UNIT_PROVIDENCE</Text_ID>
            <Encyclopedia_Text>TEXT_TOOLTIP_PROVIDENCE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER </Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>cis_providence.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Providence_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Rebel</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>3000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>2500</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			HP_cis_providence_HP_B-L, HP_cis_providence_HP_B-R, cis_providence_HP_E, HP_cis_providence_HP_F-L, HP_cis_providence_HP_F-R, cis_providence_HP_HNGR, HP_cis_providence_HP_M-L, HP_cis_providence_HP_M-R, cis_providence_HP_SHD
		</HardPoints>

		<Icon_Name>I_BUTTON_PROVIDENCE.tga</Icon_Name>
		<GUI_Model_Name>cis_providence.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
        
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>3500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>


	<SpaceUnit Name="Providence_Cruiser_Death_Clone">
		<Text_ID> TEXT_UNIT_CALAMARI_CRUISER </Text_ID>
		<Space_Model_Name>cis_providence_d.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
		<Scale_Factor> 1.0 </Scale_Factor>
		<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
		<Max_Speed> 0.25 </Max_Speed>
		<Max_Rate_Of_Turn> 0.4 </Max_Rate_Of_Turn>
		<Max_Thrust> 0.05 </Max_Thrust>
		<Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll>
		<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
		<Affiliation> Rebel </Affiliation>
		<Ship_Class> capital_ship </Ship_Class>
		<Glory_Cinematics> CAM_Calamari_Cruiser_Die.tec </Glory_Cinematics>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</SpaceUnit>



	<SpaceUnit Name="MC_80">
		<Text_ID>TEXT_UNIT_CALAMARI_CRUISER</Text_ID>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Calamari_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Rebel</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>4000</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR
		</HardPoints>

		<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
		<GUI_Model_Name>RV_HOMEONE.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
        
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>4500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>



	<SpaceUnit Name="Generic_Star_Destroyer">
		<Text_ID>TEXT_UNIT_STAR_DESTROYER</Text_ID>
		<Encyclopedia_Good_Against> Corellian_Corvette Corellian_Gunboat Nebulon_B_Frigate </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> Y-wing Calamari_Cruiser </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>EV_StarDestroyer.ALO</Space_Model_Name>

		<Ranking_In_Category>5</Ranking_In_Category>
	
	   <GUI_Bracket_Height>500</GUI_Bracket_Height>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Select_Box_Scale>800</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>

		<Scale_Factor>1.0</Scale_Factor>
		<Mass>0.999</Mass>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Armor_Type> Armor_Star_Destroyer </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>

		<Max_Speed>1.4</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>
		
		<Max_Thrust>0.1</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Affiliation>Empire</Affiliation>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Damage>70</Damage>
		<Autoresolve_Health>7500</Autoresolve_Health>
		<Shield_Points>2000</Shield_Points>
		<Tactical_Health>7500</Tactical_Health> <!-- was 6000 -->
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
		<!--<Political_Control>1</Political_Control>-->
		<Political_Faction>Empire</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>5900</Build_Cost_Credits>
		<AI_Combat_Power>5900</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>8</Size_Value>
		
		<!-- Set to spawn all units once and then not continue - no reserves -->
		<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> 
		<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>

		
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
		
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>

		<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>

		<HardPoints> 
			HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
			HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,
			HP_Star_Destroyer_Tractor_Beam, HP_Star_Destroyer_Fighter_Bay
		</HardPoints>

		<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
		<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
		<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
		<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
         
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete>

		<SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<CategoryMask> Capital | AntiFrigate </CategoryMask>
		<Icon_Name>i_button_imperator.tga</Icon_Name>
		<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
		<GUI_Distance>2300</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		 
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>

		<!-- Non-Hero unit abilities description -->
	   <Unit_Abilities_Data SubObjectList="Yes">
	      <!-- Primary ability -->
	      <Unit_Ability>
	            <Type>TRACTOR_BEAM</Type>
	            <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
	            <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
	            <Recharge_Seconds>20</Recharge_Seconds>
	            <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
					<SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop>
	      </Unit_Ability>
	   </Unit_Abilities_Data>

	   <Abilities SubObjectList="Yes">
	      <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability">
	            <Activation_Style> User_Input </Activation_Style>
	            <Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
	            <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>
	            
	            <Activation_Min_Range>10</Activation_Min_Range>
	            <Activation_Max_Range>1000</Activation_Max_Range>


	            <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
	            <Target_Speed_Decrease_Percent>0.45</Target_Speed_Decrease_Percent>
	            <Stacking_Category>0</Stacking_Category>            
	      </Tractor_Beam_Attack_Ability>

	   </Abilities>

		<Encyclopedia_Text> TEXT_TOOLTIP_STAR_DESTROYER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 45000</Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>5200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
	</SpaceUnit>



	<SpaceUnit Name="Star_Destroyer">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
		<Tech_Level>4</Tech_Level>

		<HardPoints> 
			HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, 
			HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, 
			HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,
			HP_Star_Destroyer_Tractor_Beam, HP_Star_Destroyer_Fighter_Bay
		</HardPoints>
		<Population_Value>4</Population_Value>
	</SpaceUnit>
	
	<SpaceUnit Name="Star_Destroyer_Death_Clone">
		<Text_ID>TEXT_UNIT_STAR_DESTROYER</Text_ID>
		<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
		<xxxSpace_Model_Name>EV_StarDestroyer_Dead.ALO</xxxSpace_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Glory_Cinematics>CAM_SDestroyer_Glory01.tec</Glory_Cinematics>
		<Remove_Upon_Death>true</Remove_Upon_Death>

	</SpaceUnit>

	<SpaceUnit Name="Star_Destroyer_Tractor_Fighters">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
		
		<!-- Non-Hero unit abilities description -->
	   <Unit_Abilities_Data SubObjectList="Yes">
	      <!-- Primary ability -->
	      <Unit_Ability>
	            <Type>TRACTOR_BEAM</Type>
	            <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
	            <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
	         
	            <Recharge_Seconds>20</Recharge_Seconds>
	      </Unit_Ability>
	   </Unit_Abilities_Data>

		<!-- We need to be able to tractor-beam fighters so we can tractor the Millennium Falcon -->
	   <Abilities SubObjectList="Yes">
	      <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability">
	            <Activation_Style> User_Input </Activation_Style>
	            <Applicable_Unit_Categories>Fighter</Applicable_Unit_Categories>
	            <Applicable_Unit_Types />
	            
	            <Activation_Min_Range>10</Activation_Min_Range>
	            <Activation_Max_Range>2000</Activation_Max_Range>


	            <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
	            <Target_Speed_Decrease_Percent>.83</Target_Speed_Decrease_Percent>
	            <Stacking_Category>0</Stacking_Category>            
	      </Tractor_Beam_Attack_Ability>
	   </Abilities>
		<!-- <Max_Speed>1.0</Max_Speed> -->

	</SpaceUnit>


	<SpaceUnit Name="Star_Destroyer_E3">
		<Variant_Of_Existing_Type>Star_Destroyer</Variant_Of_Existing_Type>
		<Shield_Points>3000</Shield_Points>
		<Tech_Level>10</Tech_Level>
		<Tactical_Health>10000</Tactical_Health>

		<!-- Set to spawn all units once and then not continue - no reserves -->
		<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron_E3, 3</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron_E3, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>

	</SpaceUnit>





	<SpaceUnit Name="Strike_Cruiser">
		<Text_ID>TEXT_UNIT_STRIKE_CRUISER</Text_ID>
            <Encyclopedia_Text>TEXT_TOOLTIP_STRIKE</Encyclopedia_Text>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>ev_strike_cruiser.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Calamari_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Empire</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>10000</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			ev_strike_cruiser_HP_B-C, ev_strike_cruiser_HP_SHD, ev_strike_cruiser_HP_E, ev_strike_cruiser_HP_HNGR, ev_strike_cruiser_HP_M-L, ev_strike_cruiser_HP_M-R, ev_strike_cruiser_HP_F-C
		</HardPoints>

		<Icon_Name>ev_strike_cruiser.dds</Icon_Name>
		<GUI_Model_Name>ev_strike_cruiser.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
        
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>10000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>



	<SpaceUnit Name="Lucrehulk_Battleship">
		<Text_ID>TEXT_UNIT_LUCREHULK</Text_ID>
            <Encyclopedia_Text>TEXT_TOOLTIP_LUCREHULK</Encyclopedia_Text>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>cis_lucrehulk.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Calamari_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Rebel</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>4000</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			cis_lucrehulk_HP_B-L, cis_lucrehulk_HP_B-R, cis_lucrehulk_HP_SHD, cis_lucrehulk_HP_E, cis_lucrehulk_HP_F-L, cis_lucrehulk_HP_F-R, cis_lucrehulk_HP_HNGR
		</HardPoints>

		<Icon_Name>i_button_lucrehulk.tga</Icon_Name>
		<GUI_Model_Name>cis_lucrehulk.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

		<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
        
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
				<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
				<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>10000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>



</SpaceUnitsCapital>
