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

	<SpecialStructure Name="Ground_Ion_Cannon">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_ION_CANNON</Text_ID>
		<Land_Model_Name>RB_IONCANNON.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>No</Is_Dummy>
		<Scale_Factor>0.75</Scale_Factor>
		<Icon_Name>i_button_ion_cannon.tga</Icon_Name>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ION_CANNON_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,SELECTABLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 2 </Build_Max_Instances_Per_Planet>
		<Size_Value>100</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>800</Slice_Cost_Credits>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Tactical_Additional_Structure_Type>Power_Generator_R</Tactical_Additional_Structure_Type>

		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>
		<Tutorial_Sabotage_Cost_Credits>4000</Tutorial_Sabotage_Cost_Credits>

		<Weapon_Type>Ion_Cannon_Planetary</Weapon_Type>
		<Weapon_Quantity>1</Weapon_Quantity>
		<SpaceAutoResolveStunRate>3</SpaceAutoResolveStunRate>
		<Tactical_Health>1500</Tactical_Health>
		<Projectile_Fire_Recharge_Seconds>30.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Types>Proj_Ion_Cannon_Planetary</Projectile_Types>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>
		
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
		<Special_Weapon_Index>0</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index> 1 </Special_Weapon_Target_Action_Index> <!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->
		<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>

		<Space_Victory_Relevant>No</Space_Victory_Relevant>
		<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Fire>Unit_Ion_Cannon_Fire</SFXEvent_Fire>
		<SFXEvent_Special_Weapon_Ready>RHD_Ion_Cannon_Available</SFXEvent_Special_Weapon_Ready>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Ion_Cannon_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Ion_Cannon_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Ion_Select_SFX</SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Prevents_Blockade_Run_Attrition>True</Prevents_Blockade_Run_Attrition>

		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		<Score_Cost_Credits> 20000 </Score_Cost_Credits>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="Ion_Cannon_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="E_Gravity_Well_Station">
		<Text_ID>TEXT_GRAVITY_WELL_STATION</Text_ID>
		<Space_Model_Name>NB_CommJamStation.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>4</Tech_Level>
		<Is_Interdictor>Yes</Is_Interdictor>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>800</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Icon_Name>i_button_comm_jamming.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Gravity_Control_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Gravity_Control_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Power_Gen_Select_SFX </SFXEvent_Select>
		
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Satellite </Armor_Type>

		<Modifies_Reveal_Range>no</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Death_Clone>Damage_Normal, E_Gravity_Well_Station_Death_Clone</Death_Clone>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_GRAVITY_WELL_STATION_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 15000 </Score_Cost_Credits>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Custom_Soft_Footprint_Radius> 500 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>INTERDICT</Type>
                <Disable_Movement>Yes</Disable_Movement>
                <Active_By_Default>Yes</Active_By_Default>

                <SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
                <SFXEvent_GUI_Unit_Ability_Deactivated />
            </Unit_Ability>

        </Unit_Abilities_Data>

	</SpecialStructure>

	<SpecialStructure Name="E_Gravity_Well_Station_Death_Clone">
		<Text_ID>TEXT_GRAVITY_WELL_STATION</Text_ID>
		<Space_Model_Name>NB_CommJamStation_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</SpecialStructure>


	<SpecialStructure Name="E_Orbital_Jamming_Station">
		<Text_ID>TEXT_ORBITAL_JAMMING_STATION</Text_ID>
		<Space_Model_Name>NB_CommJamStation.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>100</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>800</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Icon_Name>i_button_comm_jamming.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Jamming_Station_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Jamming_Station_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Jamming_Station_Select_SFX </SFXEvent_Select>
		
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Satellite </Armor_Type>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_JAMMING_STATION_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 15000 </Score_Cost_Credits>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		
		<Death_Clone>Damage_Normal, E_Gravity_Well_Station_Death_Clone</Death_Clone>
		
	</SpecialStructure>

	<SpecialStructure Name="R_Orbital_Jamming_Station">
		<Text_ID>TEXT_ORBITAL_JAMMING_STATION</Text_ID>
		<Space_Model_Name>NB_CommJamStation.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>750</Slice_Cost_Credits>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>100</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>800</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Icon_Name>i_button_comm_jamming.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Jamming_Station_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Jamming_Station_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Jamming_Station_Select_SFX </SFXEvent_Select>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Satellite </Armor_Type>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_JAMMING_STATION_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 15000 </Score_Cost_Credits>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		
		<Death_Clone>Damage_Normal, E_Gravity_Well_Station_Death_Clone</Death_Clone>
		
	</SpecialStructure>
	

	<SpecialStructure Name="Empire_Ground_Shutter_Shield">
		<Select_Box_Scale>175</Select_Box_Scale>
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>
		<Land_Model_Name>NB_SHUTTERSHIELDGEN.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Scale_Factor>0.75</Scale_Factor> <!--  -->

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>3500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Tactical_Health>800</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_shutter_shield_generator.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Shield_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Shield_Generator_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Shield_Gen_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Reinforcement_Prevention_Radius>800</Reinforcement_Prevention_Radius>
		<Bombing_Run_Prevention_Radius>800</Bombing_Run_Prevention_Radius>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Radar_Icon_Name />
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name> <!-- icon for when the shield's up -->
				
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		<Custom_Soft_Footprint_Radius> 40 </Custom_Soft_Footprint_Radius>
	
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 35000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Shutter_Shield_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="Rebel_Ground_Shutter_Shield">
		<Select_Box_Scale>175</Select_Box_Scale>
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>
		<Land_Model_Name>NB_SHUTTERSHIELDGEN.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Scale_Factor>0.75</Scale_Factor> <!--  -->

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>3500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1750</Slice_Cost_Credits>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_R</Tactical_Additional_Structure_Type>
		<Tactical_Health>800</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_shutter_shield_generator.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Shield_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Shield_Generator_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Shield_Gen_Select_SFX </SFXEvent_Select>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>  
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Reinforcement_Prevention_Radius>1000</Reinforcement_Prevention_Radius>
		<Bombing_Run_Prevention_Radius>1000</Bombing_Run_Prevention_Radius>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Radar_Icon_Name />
		<Radar_Range_Icon_Name>i_radar_shield.tga.tga</Radar_Range_Icon_Name> <!-- icon for when the shield's up -->
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 35000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Shutter_Shield_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="Empire_Orbital_Long_Range_Scanner">
		<Text_ID>TEXT_ORBITAL_LONG_RANGE_SCANNER</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Space_Model_Name>NV_LRS.ALO</Space_Model_Name>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>210</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>30</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>3</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>1200</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED,UNIT_AI</SpaceBehavior>
		<Space_FOW_Reveal_Range>4000.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<GUI_Model_Name>NV_LRS.ALO</GUI_Model_Name>
		<GUI_Distance>1000</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Scanner_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Scanner_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Scanner_Select_SFX </SFXEvent_Select>

		<Sabotage_Cost_Credits>500</Sabotage_Cost_Credits>
		
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Armor_Type> Armor_Satellite </Armor_Type>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<!-- This Galactic_Influence_Range controls how far the OLRS's Fleet Reveal ability extends -->
		<Galactic_Influence_Range>0.0</Galactic_Influence_Range>
		<Hyperspace_Fleet_Reveal_Range>0.0</Hyperspace_Fleet_Reveal_Range>
		<Abilities SubObjectList="Yes">
			<System_Spy_Ability Name="Empire_OLRS_System_Spy">
				<Initially_Enabled>Yes</Initially_Enabled>
				<Activation_Style>Galactic_Automatic</Activation_Style>
				<Causes_Despawn>No</Causes_Despawn>
				<Duration_In_Secs>-1.0</Duration_In_Secs>
				<See_Base_Levels>No</See_Base_Levels>
				<See_Credit_Income>No</See_Credit_Income>
				<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
				<See_Num_Fleets>Yes</See_Num_Fleets>
				<See_Most_Powerful_Ship>No</See_Most_Powerful_Ship>
				<See_Fleet_Contents>Yes</See_Fleet_Contents>
				<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
				<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
				<See_Special_Structures>No</See_Special_Structures>
				<See_Political_Control>No</See_Political_Control>
				<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
				<See_Current_Production>No</See_Current_Production>
				<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
				<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
			</System_Spy_Ability>
		</Abilities>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_LRS_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 21000 </Score_Cost_Credits>
		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		<Remove_Upon_Death>true</Remove_Upon_Death>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

	</SpecialStructure>


	<SpecialStructure Name="Orbital_Sensor_Pod_00">
		<Text_ID>TEXT_ORBITAL_SENSOR</Text_ID>
        <Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMM_ARRAY_00  </Encyclopedia_Text>
        <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Space_Model_Name>NB_SpaceSensorNode.ALO</Space_Model_Name>
		<Affiliation>Empire</Affiliation>
		<Size_Value>30</Size_Value>
		<Tactical_Health>100</Tactical_Health><!-- jdg was 500 -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL</SpaceBehavior>
		<Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Victory_Relevant>No</Victory_Relevant>
		<Icon_Name>i_button_space_sensornode.tga</Icon_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Armor_Type> Armor_Satellite </Armor_Type>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<Score_Cost_Credits> 200 </Score_Cost_Credits>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Custom_Soft_Footprint_Radius> 180 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		<Remove_Upon_Death>true</Remove_Upon_Death>

	</SpecialStructure>

	<SpecialStructure Name="Orbital_Sensor_Pod_Small">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, DAMAGE_TRACKING</SpaceBehavior>
		<Scale_Factor>0.5</Scale_Factor>
	</SpecialStructure>

	<SpecialStructure Name="Orbital_Sensor_Pod_01">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
	</SpecialStructure>

	<SpecialStructure Name="Orbital_Sensor_Pod_02">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
	</SpecialStructure>

	<SpecialStructure Name="Orbital_Sensor_Pod_03">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
	</SpecialStructure>

	<SpecialStructure Name="Orbital_Sensor_Pod_04">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
	</SpecialStructure>
	
	<SpecialStructure Name="Orbital_Sensor_Pod_Pirate">
		<Variant_Of_Existing_Type>Orbital_Sensor_Pod_00</Variant_Of_Existing_Type>
		<SpaceBehavior>REVEAL</SpaceBehavior>
		<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, REVEAL, HINT</Behavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.05  0.05</Radar_Icon_Size>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Scale_Factor>0.5</Scale_Factor>
		<Tactical_Health>30</Tactical_Health>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Affiliation>Pirates</Affiliation>
	</SpecialStructure>



	<SpecialStructure Name="Rebel_Orbital_Long_Range_Scanner">
		<Text_ID>TEXT_ORBITAL_LONG_RANGE_SCANNER</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Space_Model_Name>NV_LRS.ALO</Space_Model_Name>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>210</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>30</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>400</Slice_Cost_Credits>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>1200</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED,UNIT_AI</SpaceBehavior>
		<Space_FOW_Reveal_Range>4000.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<GUI_Model_Name>NV_LRS.ALO</GUI_Model_Name>
		<GUI_Distance>1000</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>500</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Scanner_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Scanner_Destroyed </SFXEvent_Unit_Lost> 
		<SFXEvent_Select> Structure_Scanner_Select_SFX </SFXEvent_Select>

		
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Armor_Type> Armor_Satellite </Armor_Type>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<!-- This Galactic_Influence_Range controls how far the OLRS's Fleet Reveal ability extends -->
		<Galactic_Influence_Range>0.0</Galactic_Influence_Range>
		<Hyperspace_Fleet_Reveal_Range>0.0</Hyperspace_Fleet_Reveal_Range>
		<Abilities SubObjectList="Yes">
			<System_Spy_Ability Name="Rebel_OLRS_System_Spy">
				<Initially_Enabled>Yes</Initially_Enabled>
				<Activation_Style>Galactic_Automatic</Activation_Style>
				<Causes_Despawn>No</Causes_Despawn>
				<Duration_In_Secs>-1.0</Duration_In_Secs>
				<See_Base_Levels>No</See_Base_Levels>
				<See_Credit_Income>No</See_Credit_Income>
				<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
				<See_Num_Fleets>Yes</See_Num_Fleets>
				<See_Most_Powerful_Ship>No</See_Most_Powerful_Ship>
				<See_Fleet_Contents>Yes</See_Fleet_Contents>
				<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
				<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
				<See_Special_Structures>No</See_Special_Structures>
				<See_Political_Control>No</See_Political_Control>
				<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
				<See_Current_Production>No</See_Current_Production>
				<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
				<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
			</System_Spy_Ability>
		</Abilities>
	
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_LRS_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 21000 </Score_Cost_Credits>
		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		<Remove_Upon_Death>true</Remove_Upon_Death>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Cantina_E">
		<Select_Box_Scale>250</Select_Box_Scale>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_CANTINA</Text_ID>
		<Land_Model_Name>W_CANTINATAT.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Empire</Affiliation>

		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
		<Scale_Factor>0.75</Scale_Factor>
		<Build_Requires_Initial_Placement>true</Build_Requires_Initial_Placement>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>600</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_cantina.tga</Icon_Name>
		<GUI_Model_Name>W_CANTINATAT.ALO</GUI_Model_Name>
		<GUI_Distance>850</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Cantina_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Cantina_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Cantina_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_CANTINA_00 TEXT_TOOLTIP_REQUIRED_PLANETS_CANTINA </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_CANTINA_00  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Cantina_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		
	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Cantina_R">
		<Select_Box_Scale>250</Select_Box_Scale>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_CANTINA</Text_ID>
		<Land_Model_Name>W_CANTINATAT.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Rebel</Affiliation>

		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
		<Scale_Factor>0.75</Scale_Factor>
		<Build_Requires_Initial_Placement>true</Build_Requires_Initial_Placement>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>600</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_cantina.tga</Icon_Name>
		<GUI_Model_Name>W_CANTINATAT.ALO</GUI_Model_Name>
		<GUI_Distance>850</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Cantina_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Cantina_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Cantina_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_CANTINA_00 TEXT_TOOLTIP_REQUIRED_PLANETS_CANTINA </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_CANTINA_00  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Cantina_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		
	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Cantina_U">
		<Select_Box_Scale>250</Select_Box_Scale>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_CANTINA</Text_ID>
		<Land_Model_Name>W_CANTINATAT.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Underworld</Affiliation>

		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
		<Scale_Factor>0.75</Scale_Factor>
		<Build_Requires_Initial_Placement>true</Build_Requires_Initial_Placement>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>Ryloth, Nalhutta, Mandalore, Corellia, Atzerri, Tatooine</Required_Planets>
		<Tactical_Health>600</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_cantina.tga</Icon_Name>
		<GUI_Model_Name>W_CANTINATAT.ALO</GUI_Model_Name>
		<GUI_Distance>850</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Cantina_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Cantina_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Cantina_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_CANTINA_00 TEXT_TOOLTIP_REQUIRED_PLANETS_CANTINA </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_CANTINA_00  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Cantina_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		
	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Hutt_Palace_E">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_HUTT_PALACE</Text_ID>
		<Land_Model_Name>W_HUTTPALACE.ALO</Land_Model_Name>
		<Icon_Name>i_button_jabba_palace.tga</Icon_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Empire</Affiliation>
		<Scale_Factor>0.75</Scale_Factor>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Requires_Initial_Placement>true</Build_Requires_Initial_Placement>
		<Base_Position>Out_Base</Base_Position>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Tactical_Health>600</Tactical_Health>
		<Armor_Type> Armor_Structure </Armor_Type>
		
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Hutt_Palace_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Hutt_Palace_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Hutt_Palace_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 

		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HUTT_PALACE_00 TEXT_TOOLTIP_REQUIRED_PLANETS_HUTT_PALACE  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>

		<Abilities SubObjectList="Yes">
			<System_Spy_Ability Name="Hutt_Palace_System_Spy">
				<Initially_Enabled>Yes</Initially_Enabled>
				<Activation_Style>Galactic_Automatic</Activation_Style>
				<Causes_Despawn>No</Causes_Despawn>
				<Duration_In_Secs>-1.0</Duration_In_Secs>
				<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
			</System_Spy_Ability>
		</Abilities>
	</SpecialStructure>


	<SpecialStructure Name="Ground_Hutt_Palace_R">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_HUTT_PALACE</Text_ID>
		<Land_Model_Name>W_HUTTPALACE.ALO</Land_Model_Name>
		<Icon_Name>i_button_jabba_palace.tga</Icon_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Rebel</Affiliation>
		<Scale_Factor>0.75</Scale_Factor>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Requires_Initial_Placement>true</Build_Requires_Initial_Placement>
		<Base_Position>Out_Base</Base_Position>

		<Tactical_Health>600</Tactical_Health>
		<Armor_Type> Armor_Structure </Armor_Type>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Unit_Under_Attack> RHD_Hutt_Palace_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Hutt_Palace_Destroyed </SFXEvent_Unit_Lost>	
		<SFXEvent_Select> Structure_Hutt_Palace_Select_SFX </SFXEvent_Select>
		
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 

		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HUTT_PALACE_00 TEXT_TOOLTIP_REQUIRED_PLANETS_HUTT_PALACE </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>
		
		<Abilities SubObjectList="Yes">
			<System_Spy_Ability Name="Hutt_Palace_System_Spy">
				<Initially_Enabled>Yes</Initially_Enabled>
				<Activation_Style>Galactic_Automatic</Activation_Style>
				<Causes_Despawn>No</Causes_Despawn>
				<Duration_In_Secs>-1.0</Duration_In_Secs>
				<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
			</System_Spy_Ability>
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="E_Ground_Base_Shield">
		<Text_ID>TEXT_GROUND_BASE_SHIELD</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>NB_BASESHIELDGEN.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,BASE_SHIELD,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Base_Shield_Build_Pad </Obstacle_Proxy_Type>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
		<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>
		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Base_Shield_Always_Off> False </Base_Shield_Always_Off>
		<SecondaryOccupationPassability> Shield </SecondaryOccupationPassability>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>0.75</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
		<Is_Dummy>No</Is_Dummy>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Obstacle_Width>40.0</Obstacle_Width>
		<Obstacle_Height>40.0</Obstacle_Height>
		<Obstacle_X_Offset>-20.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
		<Fine_Tune_Occupied_Passability> false </Fine_Tune_Occupied_Passability>
		
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent>
  		<Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent>
 		<Custom_Soft_Footprint_Radius> 40.0 </Custom_Soft_Footprint_Radius>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Reinforcement_Prevention_Radius>775</Reinforcement_Prevention_Radius>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>

		<Shield_Normal_Color>0.2, 0.2, 0.8, 1.0</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.2, 0.7, 0.8, 1.0</Shield_Upgraded_Color>
		
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Tactical_Health>650</Tactical_Health>
		<Icon_Name>i_button_base_shield_generator.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Shield_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Shield_Generator_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Shield_Gen_Select_SFX </SFXEvent_Select>
		<SFXEvent_Powered_Active_Loop> Structure_Shutter_Shield_Generator_Loop </SFXEvent_Powered_Active_Loop>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Tactical_Buildable_Objects_Campaign> 
			Empire,
				EL_Enhanced_Base_Shield_Upgrade_NoPre,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				EL_Enhanced_Base_Shield_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_BASE_SHIELD_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 20000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Movie_Object>false</Movie_Object>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Base_Shield_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	
		<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>	
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name> <!-- icon for when the shield's up -->
			
	</SpecialStructure>
	
	<SpecialStructure Name="E_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>E_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN_small.ALO</Land_Model_Name>
		<Tactical_Health>500</Tactical_Health>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>
		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name> <!-- icon for when the shield's up -->
		
	</SpecialStructure>
	
	<SpecialStructure Name="R_Ground_Base_Shield">
		<Text_ID>TEXT_GROUND_BASE_SHIELD</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>NB_BASESHIELDGEN.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,BASE_SHIELD,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Base_Shield_Build_Pad </Obstacle_Proxy_Type>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>				
		<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
		<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>
		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Base_Shield_Always_Off> False </Base_Shield_Always_Off>
		<SecondaryOccupationPassability> Shield </SecondaryOccupationPassability>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name>
		
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>0.75</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
		<Is_Dummy>No</Is_Dummy>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Reinforcement_Prevention_Radius>775</Reinforcement_Prevention_Radius>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>

		<Obstacle_Width>40.0</Obstacle_Width>
		<Obstacle_Height>40.0</Obstacle_Height>
		<Obstacle_X_Offset>-20.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
		<Fine_Tune_Occupied_Passability> false </Fine_Tune_Occupied_Passability>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent>
  		<Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent>
 		<Custom_Soft_Footprint_Radius> 40.0 </Custom_Soft_Footprint_Radius>
 		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Shield_Normal_Color>0.2, 0.2, 0.8, 1.0</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.2, 0.7, 0.8, 1.0</Shield_Upgraded_Color>
		
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>400</Slice_Cost_Credits>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>1</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_R</Tactical_Additional_Structure_Type>
		<Tactical_Health>650</Tactical_Health>
		<Icon_Name>i_button_base_shield_generator.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>
		<Tutorial_Sabotage_Cost_Credits>100000</Tutorial_Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Shield_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Shield_Generator_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Shield_Gen_Select_SFX </SFXEvent_Select>
		<SFXEvent_Powered_Active_Loop> Structure_Shutter_Shield_Generator_Loop </SFXEvent_Powered_Active_Loop>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Tactical_Buildable_Objects_Campaign> 
			Rebel,
				RL_Enhanced_Base_Shield_Upgrade_NoPre,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				RL_Enhanced_Base_Shield_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_BASE_SHIELD_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 20000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Base_Shield_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	
		<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>	
	
	</SpecialStructure>
	
	<SpecialStructure Name="U_Ground_Base_Shield">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	</SpecialStructure>
	
	<SpecialStructure Name="U_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN_small.ALO</Land_Model_Name>
		<Tactical_Health>500</Tactical_Health>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>
		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
    	<Affiliation>Underworld</Affiliation>
	</SpecialStructure>
		
	
	<SpecialStructure Name="R_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN_small.ALO</Land_Model_Name>
		<Tactical_Health>500</Tactical_Health>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>
		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	</SpecialStructure>
	
	<SpecialStructure Name="P_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN_small.ALO</Land_Model_Name>
		<Tactical_Health>500</Tactical_Health>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>
		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
    	<Affiliation>Pirates</Affiliation>
	</SpecialStructure>



	<SpecialStructure Name="Ground_Grand_Arena">
		<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_GRAND_ARENA</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>NB_GrandArena.alo</Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Rebel</Affiliation>
		<!--<Political_Control>1</Political_Control>-->
		<Build_Cost_Credits>400</Build_Cost_Credits>
		<Build_Time_Seconds>20</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 2 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Tactical_Health>1100</Tactical_Health>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Icon_Name>i_button_grand_arena.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Arena_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Arena_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Arena_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Abilities SubObjectList="Yes">
			<Planet_Income_Gambling_Ability Name="Grand_Arena_Gambling_Income">
				<!-- choose a new income modifier every 30 seconds -->
				<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
				<!-- worst losses are -20% of the base -->
				<Min_Income_Modifier>-0.20</Min_Income_Modifier>
				<!-- best positive income is +60% of the base -->
				<Max_Income_Modifier>0.60</Max_Income_Modifier>
				<!-- 80% of the time the income will be positive -->
				<Chance_To_Win>0.80</Chance_To_Win>
			</Planet_Income_Gambling_Ability>
			<Force_Healing_Ability Name="R_Grand_Arena_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_GRAND_ARENA_00 </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 10000 </Score_Cost_Credits>
		<Obstacle_Width>200.0</Obstacle_Width>
		<Obstacle_Height>200.0</Obstacle_Height>
		<Obstacle_X_Offset>-100.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-100.0</Obstacle_Y_Offset>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Gravity_Generator">
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_GRAVITY_GEN</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_GRAVCONTROLGEN.ALO</Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2200</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Tactical_Health>900</Tactical_Health>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Obstacle_Width>220.0</Obstacle_Width>
		<Obstacle_Height>220.0</Obstacle_Height>
		<Obstacle_X_Offset>-110.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-110.0</Obstacle_Y_Offset>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Behavior> DUMMY_GROUND_STRUCTURE </Behavior>
		<LandBehavior> SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, GRAVITY_CONTROL_FIELD ,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Gravity_Control_Field_Range> 100000.0 </Gravity_Control_Field_Range>	<!-- Large range to cover entire map -->

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Icon_Name>i_button_gravity_control_gen.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Gravity_Control_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Gravity_Control_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Power_Gen_Select_SFX </SFXEvent_Select>

		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_GRAV_GEN_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 22000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Gravity_Generator_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	

	<SpecialStructure Name="Ground_Empire_Hypervelocity_Gun">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_HYPERVELOCITY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_HyperVelocityGun.alo</Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire </Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>3000</Build_Cost_Credits>
		<Build_Time_Seconds>95</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 2 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>3</Tech_Level>
		<SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>
		<Damage>50</Damage>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		<Shield_Points>200</Shield_Points>
		<Tactical_Health>800</Tactical_Health>
		<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>6</Energy_Refresh_Rate>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SHIELDED, POWERED, REVEAL, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
		<Special_Weapon_Index>1</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index> 0 </Special_Weapon_Target_Action_Index> <!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->
		<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>
		<Projectile_Fire_Recharge_Seconds>45.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Types>Proj_Hypervelocity_Gun</Projectile_Types>
		<Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>
		<Space_Victory_Relevant>No</Space_Victory_Relevant>
		<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>6000</Sabotage_Cost_Credits>

		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<!--
		<Obstacle_Width>140.0</Obstacle_Width>
		<Obstacle_Height>80.0</Obstacle_Height>
		<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-40.0</Obstacle_Y_Offset>
		-->	
			
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Fire>Unit_Hyper_Velocity_Fire</SFXEvent_Fire>
		<SFXEvent_Special_Weapon_Ready>EHD_Hypervelocity_Available</SFXEvent_Special_Weapon_Ready>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Hypervelocity_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Hypervelocity_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Hyper_Select_SFX</SFXEvent_Select>


      <Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HYPERVELOCITY_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 30000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Hypervelocity_Gun_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Ground_Infiltrator_Facility">
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_INFILTRATOR_FACILITY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_INFILTRATOR_00 TEXT_TOOLTIP_GARRISON_INFILT </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
				
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_BARRACKS.ALO</Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>

		<Scale_Factor>0.75</Scale_Factor>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1400</Slice_Cost_Credits>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Officer_Academy</Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>800</Tactical_Health>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,SPAWN_SQUADRON,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_infiltrator_training_facility.tga</Icon_Name>
		<GUI_Model_Name>RB_BARRACKS.ALO</GUI_Model_Name>
		<GUI_Distance>600</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>		
		<SFXEvent_Unit_Under_Attack> RHD_Infiltrator_Facility_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Infiltrator_Facility_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<AI_Combat_Power>150</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>Rebel_Infiltrator, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Infiltrator, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>140.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Score_Cost_Credits> 10000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Infiltrator_Facility_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="Ground_Magnepulse_Cannon">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_MAGNEPULSE_CANNON</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_MAGNEPULSE_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
		
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_MagnepulseCannon.alo</Land_Model_Name>
		
		<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, ABILITY_COUNTDOWN, LAND_OBSTACLE,TURRET,WEAPON,LOBBING_SUPERWEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>

		<Scale_Factor>0.75</Scale_Factor>

		<Projectile_Types>Magnepulse_Blob</Projectile_Types>
		<Damage>100</Damage>

		<AI_Combat_Power>300</AI_Combat_Power>
		<Special_Weapon_Index>2</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index> 2 </Special_Weapon_Target_Action_Index> <!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>85</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>4.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Land_FOW_Reveal_Range>1500.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
		
		<!--Oksana: Make sure it matches recharge seconds in its unit ability, or it will ASSERT !!!-->				
		<Projectile_Fire_Recharge_Seconds>30.0</Projectile_Fire_Recharge_Seconds>
		<Turret_Rest_Angle>0.0, -45.0, 0.0</Turret_Rest_Angle>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Health>1000</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>40</Energy_Refresh_Rate>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
			
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Icon_Name>i_button_magnepulse_cannon.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>EHD_Magnepulse_Available</SFXEvent_Special_Weapon_Ready>
		<SFXEvent_Unit_Under_Attack> EHD_Magnepulse_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Magnepulse_Destroyed </SFXEvent_Unit_Lost>		
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Select>Structure_Ion_Select_SFX</SFXEvent_Select>
		<SFXEvent_Turret_Rotating_Loop> Structure_Turret_Motor </SFXEvent_Turret_Rotating_Loop>
		
		<Lobbing_Superweapon_Chargeup_Particle>Magnepulse_Chargeup_Particles</Lobbing_Superweapon_Chargeup_Particle>
		<Lobbing_Superweapon_Chargeup_Particle_Bone_Name>attack_cool_bone</Lobbing_Superweapon_Chargeup_Particle_Bone_Name>
		<Lobbing_Superweapon_SFXEvent_Chargeup>Structure_Magnepulse_Charge</Lobbing_Superweapon_SFXEvent_Chargeup>
		<Lobbing_Superweapon_SFXEvent_Fire>Unit_Magnepulse_Fire</Lobbing_Superweapon_SFXEvent_Fire>
		<Lobbing_Superweapon_Chargeup_Frames>90</Lobbing_Superweapon_Chargeup_Frames>


		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Is_Community_Property>No</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Score_Cost_Credits> 20000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Magnepulse_Cannon_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		
		<!-- Unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<Unit_Ability>
				<Type>FIRE_LOBBING_SUPERWEAPON</Type>
				
				<!-- Oksana: Make sure it matches this tag: <Projectile_Fire_Recharge_Seconds> or it will ASSERT-->
				<Recharge_Seconds>30</Recharge_Seconds>  
				
	         <Area_Effect_Decal_Distance> 200.0 </Area_Effect_Decal_Distance>
				<!--AJA - This broke the rendering code when I tried to enable it. <Effective_Radius>1500.0</Effective_Radius>-->
			</Unit_Ability>
		</Unit_Abilities_Data>

	</SpecialStructure>

	
	<SpecialStructure Name="Empire_Ground_Mining_Facility">
		<Select_Box_Scale>200</Select_Box_Scale>
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name> NB_CMC22Mining.ALO </Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>

		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
		<Scale_Factor>0.75</Scale_Factor>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>700</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Empire_Ground_Mining_Facility_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.125  0.125</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				EL_Increased_Production_L1_Upgrade,
				EL_Increased_Production_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>

		<CategoryMask> Structure </CategoryMask>
		<Abilities SubObjectList="Yes">
			<Planet_Income_Bonus_Ability Name="Empire_Mining_Income_Bonus">
				<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
				<!-- 3% bonus to base planetary income -->
				<Percentage_Income_Modifier>2</Percentage_Income_Modifier>
				<!-- plus an absolute 0 credits to planetary income -->
				<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
				<!-- net effect of +( (base income * 0%) + 20) credits -->
				<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
				<!-- net result above multiplied by 2.0 if the affected planet is a mining colony -->
			</Planet_Income_Bonus_Ability>
			<Income_Stream_Ability Name="Empire_Mining_Income_Stream">
				<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
				<Base_Income_Value>125</Base_Income_Value>
				<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
				<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
				<Split_Favors_Owner>No</Split_Favors_Owner>
				<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			</Income_Stream_Ability>
			<Force_Healing_Ability Name="E_Mining_Facility_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.003</Heal_Percent>  <!-- Change from .025 to .003 for MP-->
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP-->
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_MINING_00  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
	</SpecialStructure>
	
	<SpecialStructure Name="Rebel_Ground_Mining_Facility">
		<Select_Box_Scale>200</Select_Box_Scale>
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name> NB_CMC22Mining.ALO </Land_Model_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Scale_Factor>0.75</Scale_Factor>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>250</Slice_Cost_Credits>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>600</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,TERRAIN_TEXTURE_MODIFICATION,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Rebel_Ground_Mining_Facility_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Radar_Icon_Size>0.125  0.125</Radar_Icon_Size>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				RL_Increased_Production_L1_Upgrade,
				RL_Increased_Production_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<CategoryMask> Structure </CategoryMask>
		<Abilities SubObjectList="Yes">
			<Planet_Income_Bonus_Ability Name="Rebel_Mining_Income_Bonus">
				<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
				<!-- 3% bonus to base planetary income -->
				<Percentage_Income_Modifier>2</Percentage_Income_Modifier>
				<!-- plus an absolute 0 credits to planetary income -->
				<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
				<!-- net effect of +( (base income * 0%) + 20) credits -->
				<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
				<!-- net result above multiplied by 2.0 if the affected planet is a mining colony -->
			</Planet_Income_Bonus_Ability>
			<Income_Stream_Ability Name="Rebel_Mining_Income_Stream">
				<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
				<Base_Income_Value>125</Base_Income_Value>
				<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
				<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
				<Split_Favors_Owner>No</Split_Favors_Owner>
				<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			</Income_Stream_Ability>
			<Force_Healing_Ability Name="R_Mining_Facility_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.003</Heal_Percent> <!-- Change from .025 to .003 for MP-->
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP-->
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
	
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_MINING_00  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
	</SpecialStructure>
	


	<!-- Template for Turbolaser Towers as they exist in land tactical battles. -->
	<SpecialStructure Name="Template_Ground_Turbolaser_Tower">
		<Text_ID>TEXT_GROUND_TURBOLASER_TOWER</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_TURBOLASER_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
		
		<GUI_Row> 0 </GUI_Row>
		<Affiliation />
		<Land_Model_Name>EB_TLTower.ALO</Land_Model_Name>
		<Is_Dummy>No</Is_Dummy>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,TURRET,TARGETING,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, STUNNABLE,EARTHQUAKE_TARGET,ION_STUN_EFFECT </LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		
		<Select_Box_Scale>140</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Is_Community_Property>No</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.7</GUI_Bounds_Scale>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Place_At_Every_Specific_Marker_Position>True</Place_At_Every_Specific_Marker_Position>
		
		<Damage>300</Damage>
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Mass>1.0</Mass>
		<Scale_Factor>0.75</Scale_Factor>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>40</Energy_Refresh_Rate>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance> 100 </Targeting_Min_Attack_Distance>
		
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Fire>Unit_Turbo_Tower_Fire</SFXEvent_Fire>
		<SFXEvent_Select> Structure_Turret_Select_SFX </SFXEvent_Select>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		<Obstacle_Width>60.0</Obstacle_Width>
		<Obstacle_Height>60.0</Obstacle_Height>
		<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
		
		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>4.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>B_Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel_00</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<!-- Ground infantry priority 1, ground vehicles priority 1, air vehicles N/A (9999) -->
		<Turret_Targets_Ground_Infantry> 3 </Turret_Targets_Ground_Infantry>
		<Turret_Targets_Ground_Vehicles> 1 </Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Air_Vehicles> 2 </Turret_Targets_Air_Vehicles>       
		<Turret_Targets_Anything_Else> 9999 </Turret_Targets_Anything_Else>     <!-- 9999 = won't target -->

		<Targeting_Fire_Inaccuracy> Infantry, 30.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> LandHero, 30.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 10.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>

		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Planets />
		<Icon_Name>i_button_turbolaser_tower.tga</Icon_Name>
		<Victory_Relevant>No</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

        <!-- Turn the turbolaser off when base power goes out -->
		<Requires_Base_Power>True</Requires_Base_Power>
		
		<CategoryMask> Structure | AntiVehicle</CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Score_Cost_Credits> 20000 </Score_Cost_Credits>
		<Property_Flags>InBase | Turret</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="Ground_Turbolaser_Tower_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
		<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Turbolaser_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type> E_Ground_Turbolaser_Tower_Build_Pad </Obstacle_Proxy_Type>

		<Affiliation>Empire</Affiliation>
		<Projectile_Types>Proj_Ground_Turbolaser_Green</Projectile_Types>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>EHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>
		<SFXEvent_Unit_Under_Attack> EHD_Turbo_Tower_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Turbo_Tower_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Turret_Select_SFX </SFXEvent_Select>
		<SFXEvent_Turret_Rotating_Loop> Structure_Turret_Motor_Turbo </SFXEvent_Turret_Rotating_Loop>	<!-- Event for turret while rotating to fire  -->
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Turbolaser_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Tactical_Additional_Structure_Type>Power_Generator_R</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type> R_Ground_Turbolaser_Tower_Build_Pad </Obstacle_Proxy_Type>

		<Affiliation>Rebel</Affiliation>
		<Projectile_Types>Proj_Ground_Turbolaser_Red</Projectile_Types>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>RHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>
		<SFXEvent_Unit_Under_Attack> RHD_Turbo_Tower_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Turbo_Tower_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Turret_Select_SFX </SFXEvent_Select>
		<SFXEvent_Turret_Rotating_Loop> Structure_Turret_Motor_Turbo </SFXEvent_Turret_Rotating_Loop>	<!-- Event for turret while rotating to fire  -->
	</SpecialStructure>
	
	<SpecialStructure Name="U_Ground_Turbolaser_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Tactical_Additional_Structure_Type>U_Ground_Palace</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type> U_Ground_Turbolaser_Tower_Build_Pad </Obstacle_Proxy_Type>

		<Affiliation>Underworld</Affiliation>
		<Projectile_Types>Proj_Ground_Turbolaser_Red</Projectile_Types>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>RHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>
		<SFXEvent_Unit_Under_Attack> RHD_Turbo_Tower_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Turbo_Tower_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Turret_Select_SFX </SFXEvent_Select>
		<SFXEvent_Turret_Rotating_Loop> Structure_Turret_Motor_Turbo </SFXEvent_Turret_Rotating_Loop>	<!-- Event for turret while rotating to fire  -->
	</SpecialStructure>



	<!-- Template for the Turbolaser Defenses galactic base enhancement.  -->
	<SpecialStructure Name="Template_Galactic_Turbolaser_Tower_Defenses">
		<Text_ID>TEXT_TURBOLASER_DEFENSE_UPGRADE</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_TURBOLASER_DEFENSE  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
		
		<GUI_Row> 0 </GUI_Row>
		<Affiliation />
		<Land_Model_Name>EB_TLTower.ALO</Land_Model_Name>
		<Is_Dummy>No</Is_Dummy>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.7</GUI_Bounds_Scale>
		<AI_Combat_Power>1500</AI_Combat_Power>

		<!-- All derived types need to specify a value for this entry that corresponds to the correct tactical Turbolaser Tower type for that faction. -->
		<!--<Place_Other_Type_At_Every_Specific_Marker_Position>Template_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>-->
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>
		<Damage>300</Damage>
		<Mass>1.0</Mass>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>4000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Planets />
		<Icon_Name>i_button_turbolaser_tower.tga</Icon_Name>

		<Sabotage_Cost_Credits>8000</Sabotage_Cost_Credits>

		<CategoryMask> Structure | AntiVehicle</CategoryMask>
		<Score_Cost_Credits> 20000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
	</SpecialStructure>


	<SpecialStructure Name="E_Galactic_Turbolaser_Tower_Defenses">
		<Variant_Of_Existing_Type>Template_Galactic_Turbolaser_Tower_Defenses</Variant_Of_Existing_Type>

		<Affiliation>Empire</Affiliation>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Tech_Level>2</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>

		<!-- When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed. -->
		<Place_Other_Type_At_Every_Specific_Marker_Position>E_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>
	
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<SpecialStructure Name="R_Galactic_Turbolaser_Tower_Defenses">
		<Variant_Of_Existing_Type>Template_Galactic_Turbolaser_Tower_Defenses</Variant_Of_Existing_Type>

		<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>800</Slice_Cost_Credits>
		<Tech_Level>1</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Tactical_Additional_Structure_Type>Power_Generator_R</Tactical_Additional_Structure_Type>
		
		<!-- When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for R_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed. -->
		<Place_Other_Type_At_Every_Specific_Marker_Position>R_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>
	
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>




	<!-- New Customized Base Buildings -->

	<SpecialStructure Name="E_Ground_Barracks">
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_BARRACKS</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_00, TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_BARRACKS </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_InfantryBarracks.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Barracks_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>	

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>400</Tactical_Health>
		<Icon_Name>i_button_e_infantry_barracks.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Barracks_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Barracks_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>

		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Tactical_Buildable_Objects_Campaign> 
			Empire,
				EL_Increased_Mobility_Upgrade,
				EL_Stamina_Boost_Upgrade,
				EL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Imperial_Stormtrooper_Squad,
				Imperial_Light_Scout_Squad,
				Field_Com_Empire_Team,
				DarkTrooper_P1_Company,
				DarkTrooper_P2_Company,
				DarkTrooper_P3_Company,
				EL_Increased_Mobility_Upgrade,
				EL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
			
		<!--<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Imperial_Stormtrooper_Squad,
				EL_Scout_Trooper_Research_Upgrade,
				Imperial_Light_Scout_Squad,
				Field_Com_Empire_Team,
				EL_Increased_Mobility_Upgrade,
				EL_Stamina_Boost_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>-->

		<AI_Combat_Power>300</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>Imperial_Stormtrooper_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Imperial_Stormtrooper_Squad, -1</Reserve_Spawned_Units_Tech_0>

		<Starting_Spawned_Units_Tech_0>Scout_Trooper, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Scout_Trooper, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>


		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Barracks_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Barracks">
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_BARRACKS</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_00 TEXT_TOOLTIP_GARRISON_R_BARRACKS </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_00, MP_TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_InfantryBarracks.alo</Land_Model_Name>
		<Icon_Name>i_button_r_infantry_barracks.tga</Icon_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Barracks_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>	
				
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>0</Tech_Level>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>500</Tactical_Health>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Barracks_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Barracks_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>

		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Tactical_Buildable_Objects_Campaign> 
			Rebel,
				RL_Combat_Armor_L1_Upgrade,
				RL_Combat_Armor_L2_Upgrade,
				RL_More_Garrisons_L1_Upgrade,
				RL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				Rebel_Infantry_Squad,
				Rebel_Tank_Buster_Squad,
				Field_Com_Rebel_Team,
				Rebel_Infiltrator_Team,
				RL_Combat_Armor_L1_Upgrade,
				RL_Combat_Armor_L2_Upgrade,
				RL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		
		<!--<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				Rebel_Infantry_Squad,
				RL_Plex_Soldier_Research_Upgrade,
				Rebel_Tank_Buster_Squad,
				Field_Com_Rebel_Team,
				RL_Infiltrator_Research_Upgrade,
				Rebel_Infiltrator_Team, 
				RL_Combat_Armor_L1_Upgrade,
				RL_Combat_Armor_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>-->

		<AI_Combat_Power>300</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>Rebel_Infantry_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Infantry_Squad, -1</Reserve_Spawned_Units_Tech_0>

		<Starting_Spawned_Units_Tech_0>Rebel_Tank_Buster_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Tank_Buster_Squad, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Barracks_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>


	<SpecialStructure Name="E_Ground_Light_Vehicle_Factory">
		<GUI_Bounds_Scale>0.45</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_LIGHT_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_00, TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_LTFAC </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_LightFactory.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET, STUNNABLE,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Light_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.25</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>700</Tactical_Health>
		<Icon_Name>i_button_e_vehicle_factory.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Light_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Light_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Tactical_Buildable_Objects_Campaign> 
			Empire,
				EL_Light_Reflective_Armor_L1_Upgrade,
				EL_Light_Reflective_Armor_L2_Upgrade,
				EL_Enhanced_Reactors_L1_Upgrade,
				EL_Enhanced_Reactors_L2_Upgrade,
				EL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Imperial_Anti_Infantry_Brigade,
				Imperial_Heavy_Scout_Squad,
				Imperial_Anti_Aircraft_Company,
				Empire_MDU_Company,
				EL_Light_Reflective_Armor_L1_Upgrade,
				EL_Light_Reflective_Armor_L2_Upgrade,
				EL_Enhanced_Reactors_L1_Upgrade,
				EL_Enhanced_Reactors_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<!--<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Imperial_Anti_Infantry_Brigade,
				EL_ATST_Research_Upgrade,
				Imperial_Heavy_Scout_Squad,
				EL_ATAA_Research_Upgrade,
				Imperial_Anti_Aircraft_Company,
				EL_Light_Reflective_Armor_L1_Upgrade,
				EL_Light_Reflective_Armor_L2_Upgrade,
				EL_Enhanced_Reactors_L1_Upgrade,
				EL_Enhanced_Reactors_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>-->

		<AI_Combat_Power>500</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>AT_ST_Walker, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>AT_ST_Walker, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>110.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
		
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Light_Vehicle_Factory_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
		</Abilities>
	</SpecialStructure>



	<SpecialStructure Name="R_Ground_Light_Vehicle_Factory">
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
		<Land_Model_Name>rb_lightvehiclefactory.alo</Land_Model_Name>
		<Icon_Name>i_button_r_vehicle_factory.tga</Icon_Name>
		<Text_ID>TEXT_GROUND_LIGHT_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_00, TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_01 TEXT_TOOLTIP_GARRISON_R_LTFAC </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_00, MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>


		<GUI_Row> 0 </GUI_Row>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Light_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.25</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>

		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tutorial_Sabotage_Cost_Credits>100000</Tutorial_Sabotage_Cost_Credits>

		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>400</Slice_Cost_Credits>
		
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>750</Tactical_Health>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Light_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Light_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>

		
		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>

		<AI_Combat_Power>600</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>T2B_Tank, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>T2B_Tank, -1</Reserve_Spawned_Units_Tech_0>

		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>140.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
		
		<Tactical_Buildable_Objects_Campaign> 
			Rebel,
				RL_Light_Armor_L1_Upgrade,
				RL_Light_Armor_L2_Upgrade,
				RL_Enhanced_Repulsors_L1_Upgrade,
				RL_Enhanced_Repulsors_L2_Upgrade,
				RL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		
	    <Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				Rebel_Light_Tank_Brigade,
				Rebel_Speeder_Wing,
				Rebel_MDU_Company,
				RL_Light_Armor_L1_Upgrade,
				RL_Light_Armor_L2_Upgrade,
				RL_Enhanced_Repulsors_L1_Upgrade,
				RL_Enhanced_Repulsors_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Light_Vehicle_Factory_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>


	<SpecialStructure Name="E_Ground_Heavy_Vehicle_Factory">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_00, TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_HVYFAC </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_VehicleFactory.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Heavy_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>	

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.50</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
	
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Light_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>1200</Tactical_Health>
		<Icon_Name>i_button_e_advanced_weapons.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Heavy_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Heavy_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>

		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Score_Cost_Credits> 10000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Tactical_Buildable_Objects_Campaign> 
			Empire,
				EL_Heavy_Reflective_Armor_L1_Upgrade,
				EL_Heavy_Reflective_Armor_L2_Upgrade,
				EL_Improved_ATAT_Reactors_L1_Upgrade,
				EL_Improved_ATAT_Reactors_L2_Upgrade,
				EL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Imperial_Armor_Group,
				Imperial_Artillery_Corp,
				Imperial_Heavy_Assault_Company,
				Lancet_Air_Wing,
				HAV_Juggernaut_Company,
				EL_Heavy_Reflective_Armor_L1_Upgrade,
				EL_Heavy_Reflective_Armor_L2_Upgrade,
				EL_Improved_ATAT_Reactors_L1_Upgrade,
				EL_Improved_ATAT_Reactors_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<!--<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				EL_M1_Tank_Research_Upgrade,
				Imperial_Armor_Group,
				EL_SPMAT_Research_Upgrade,
				Imperial_Artillery_Corp,
				EL_ATAT_Research_Upgrade,
				Imperial_Heavy_Assault_Company,
				EL_Heavy_Reflective_Armor_L1_Upgrade,
				EL_Heavy_Reflective_Armor_L2_Upgrade,
				EL_Improved_ATAT_Reactors_L1_Upgrade,
				EL_Improved_ATAT_Reactors_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>-->

      <AI_Combat_Power>800</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>M1_Repulsor_Tank, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>M1_Repulsor_Tank, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>		
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
		
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Heavy_Vehicle_Factory_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>


	<SpecialStructure Name="R_Ground_Heavy_Vehicle_Factory">
		<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_00 TEXT_TOOLTIP_GARRISON_R_HVYFAC </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_00, MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>rb_heavyvehiclefactory.alo</Land_Model_Name>
		<Icon_Name>i_button_r_advanced_weapons.tga</Icon_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Heavy_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.50</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>800</Slice_Cost_Credits>
		<Tech_Level>1</Tech_Level>

		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Light_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>1000</Tactical_Health>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Heavy_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Heavy_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Score_Cost_Credits> 10000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>

      <AI_Combat_Power>600</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>MPTL, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>MPTL, -1</Reserve_Spawned_Units_Tech_0>
		
		<Starting_Spawned_Units_Tech_0>MPTL_Spotter, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>MPTL_Spotter, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>110.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
		
		<Tactical_Buildable_Objects_Campaign> 
			Rebel,
				RL_Heavy_Armor_L1_Upgrade,
				RL_Heavy_Armor_L2_Upgrade,
				RL_Improved_Treads_L1_Upgrade,
				RL_Improved_Treads_L2_Upgrade,
				RL_Improved_T4B_Damage_L1_Upgrade,
				RL_Improved_T4B_Damage_L2_Upgrade,
				RL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				Rebel_Heavy_Tank_Brigade,  
				Rebel_Artillery_Brigade,
				Gallofree_HTT_Company,
				RL_Heavy_Armor_L1_Upgrade,
				RL_Heavy_Armor_L2_Upgrade,
				RL_Improved_Treads_L1_Upgrade,
				RL_Improved_Treads_L2_Upgrade,
				RL_Improved_T4B_Damage_L1_Upgrade,
				RL_Improved_T4B_Damage_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<!--<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				RL_T4B_Research_Upgrade,
				Rebel_Heavy_Tank_Brigade,  
				RL_MPTL_Research_Upgrade,
				Rebel_Artillery_Brigade, 
				RL_Heavy_Armor_L1_Upgrade,
				RL_Heavy_Armor_L2_Upgrade,
				RL_Improved_Treads_L1_Upgrade,
				RL_Improved_Treads_L2_Upgrade,
				RL_Improved_T4B_Damage_L1_Upgrade,
				RL_Improved_T4B_Damage_L2_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>-->
		
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Heavy_Vehicle_Factory_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
		</Abilities>
	</SpecialStructure>



	<SpecialStructure Name="E_Ground_Advanced_Vehicle_Factory">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_ADVANCED_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_00 TEXT_TOOLTIP_GARRISON_E_ADVFAC </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_MegaAdvancedWeapons.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Advanced_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
				
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>2.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
				
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>900</Tactical_Health>
		<Icon_Name>i_button_e_mega_advanced_weapons.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Advanced_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Advanced_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Advanced_Factory_Select_SFX</SFXEvent_Select>
		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<Score_Cost_Credits> 15000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>

      <AI_Combat_Power>800</AI_Combat_Power>
		<Starting_Spawned_Units_Tech_0>AT_AT_Walker, 1</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>AT_AT_Walker, -1</Reserve_Spawned_Units_Tech_0>
		
		<Spawned_Squadron_Delay_Seconds>60</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>		
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Advanced_Vehicle_Factory_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	

	<SpecialStructure Name="E_Ground_Officer_Academy">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_OFFICER_ACADEMY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_OfficerAcademy.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Officer_Academy_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>800</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures> E_Ground_Barracks </Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>900</Tactical_Health>
		<Icon_Name>i_button_e_officer_academy.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>1600</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Academy_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Academy_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>

		
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Starting_Spawned_Units_Tech_0>Field_Com_Empire_Team, 1</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Field_Com_Empire_Team, -1</Reserve_Spawned_Units_Tech_0>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ACADEMY_00  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 8000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Officer_Academy_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	
	<SpecialStructure Name="R_Ground_Officer_Academy">
		<GUI_Bounds_Scale>0.45</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_OFFICER_ACADEMY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_OfficerAcademy.alo</Land_Model_Name>
		<Icon_Name>i_button_r_officer_academy.tga</Icon_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Officer_Academy_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>800</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Barracks</Required_Special_Structures>
		<Required_Planets />
		<Tactical_Health>900</Tactical_Health>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>1600</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Academy_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Academy_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>


		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Starting_Spawned_Units_Tech_0>Field_Com_Rebel_Team, 1</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Field_Com_Rebel_Team, -1</Reserve_Spawned_Units_Tech_0>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ACADEMY_00, TEXT_ENCYCLOPEDIA_ACADEMY_01  </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 8000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Officer_Academy_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
		</Abilities>
	</SpecialStructure>
	
	
	<SpecialStructure Name="E_Ground_Research_Facility">
		<GUI_Bounds_Scale>0.35</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_RESEARCH_FACILITY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_ResearchFacility.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> E_Ground_Research_Facility_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Build_Initially_Locked>No</Build_Initially_Locked>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<Destruction_Survivors> 
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1800</Build_Cost_Credits>
		<Build_Time_Seconds>240</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>750</Tactical_Health>
		<Icon_Name>i_button_e_research_facility.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Research_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Research_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>


		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_RESEARCH_00  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_RESEARCH_00, MP_TEXT_ENCYCLOPEDIA_RESEARCH_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 12000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
	
	    <Tactical_Buildable_Objects_Campaign> 
			Empire,
				EL_Reinforced_Structures_Upgrade, 
				EL_Enhanced_Turret_Firepower_L1_Upgrade,
				EL_Enhanced_Turret_Firepower_L2_Upgrade,
				EL_Weatherproof_Upgrade,
		</Tactical_Buildable_Objects_Campaign>
    
	    <Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				EL_Bombing_Run_Use_Upgrade, 
				EL_Reinforced_Structures_Upgrade, 
				EL_Enhanced_Turret_Firepower_L1_Upgrade,
				EL_Enhanced_Turret_Firepower_L2_Upgrade,
				EL_Planetary_Bombard_Use_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>
		
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Research_Facility_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="R_Ground_Research_Facility">
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<!-- Added by CR -->
		<Text_ID>TEXT_GROUND_RESEARCH_FACILITY</Text_ID>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_ResearchFacility.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> R_Ground_Research_Facility_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>140</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0 
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>1200</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>750</Tactical_Health>
		<Icon_Name>i_button_rb_researchfacility.tga</Icon_Name>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Research_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Research_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_RESEARCH_00  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_RESEARCH_00, MP_TEXT_ENCYCLOPEDIA_RESEARCH_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 12000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<!-- Note that there is no list of upgrades for campaign mode because this structure
		cannot currently be built from galactic mode for the Rebels. -->
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				RL_Bombing_Run_Use_Upgrade, 
				RL_Reinforced_Structures_Upgrade,
				RL_Enhanced_Turret_Firepower_L1_Upgrade,
				RL_Enhanced_Turret_Firepower_L2_Upgrade,
				RL_Planetary_Bombard_Use_Upgrade,
		</Tactical_Buildable_Objects_Multiplayer>

		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Research_Facility_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_E">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_POWER_GENERATOR</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_SHIELD-GENERATOR.ALO</Land_Model_Name>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Build_Cost_Credits>200</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_power_generator.tga</Icon_Name>
	
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Obstacle_Proxy_Type> Power_Generator_E_Build_Pad </Obstacle_Proxy_Type>		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
	
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.2  0.1</Radar_Icon_Size>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>0.75</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>800</Tactical_Health>
		<Autoresolve_Health>500</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
		<Affiliation>Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>No</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>
		<Abilities SubObjectList="Yes">
			<Combat_Bonus_Ability Name="E_Power_Plant_Combat_Bonus">
				<Activation_Style>Ground_Automatic</Activation_Style>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types>Empire_Anti_Infantry_Turret, Empire_Anti_Vehicle_Turret, E_Ground_Turbolaser_Tower</Applicable_Unit_Types>
				<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
				<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
				<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
				<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
				<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
				<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
				<Stacking_Category>1</Stacking_Category>
			</Combat_Bonus_Ability>
			<Base_Power_Ability Name="E_Power_Plant_Base_Power">
				<Activation_Style>Ground_Automatic</Activation_Style>
			</Base_Power_Ability>
			<Income_Stream_Mod_Ability Name="E_Power_Plant_Income_Penalty">
				<Income_Multiplier>0.80</Income_Multiplier>
				<Income_Additive_Value>0.0</Income_Additive_Value>
				<Interval_Multiplier>2.0</Interval_Multiplier>
				<Stacking_Category>0</Stacking_Category>
				<Target_Stream_Source>Empire_Ground_Mining_Facility</Target_Stream_Source>
				<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
				<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
			</Income_Stream_Mod_Ability>
			<Force_Healing_Ability Name="E_Power_Plant_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Power_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Power_Generator_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Power_Gen_Select_SFX </SFXEvent_Select>

		 <SFXEvent_Engine_Cinematic_Focus_Loop> Structure_Power_Generator_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00 </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 2000 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_E_Multiplayer">
		<Variant_Of_Existing_Type>Power_Generator_E</Variant_Of_Existing_Type>
		<Victory_Relevant>Yes</Victory_Relevant>
	</SpecialStructure>


	<SpecialStructure Name="Power_Generator_R">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_POWER_GENERATOR</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_SHIELD-GENERATOR.ALO</Land_Model_Name>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Power_Generator_R_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Build_Cost_Credits>200</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_power_generator.tga</Icon_Name>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.2  0.1</Radar_Icon_Size>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>0.75</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>800</Tactical_Health>
		<Autoresolve_Health>500</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
		<Affiliation>Rebel</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>No</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>
		<Abilities SubObjectList="Yes">
			<Combat_Bonus_Ability Name="R_Power_Plant_Combat_Bonus">
				<Activation_Style>Ground_Automatic</Activation_Style>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types>Rebel_Anti_Infantry_Turret, Rebel_Anti_Vehicle_Turret, R_Ground_Turbolaser_Tower</Applicable_Unit_Types>
				<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
				<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
				<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
				<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
				<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
				<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
				<Stacking_Category>1</Stacking_Category>
			</Combat_Bonus_Ability>
			<Base_Power_Ability Name="R_Power_Plant_Base_Power">
				<Activation_Style>Ground_Automatic</Activation_Style>
			</Base_Power_Ability>
			<Income_Stream_Mod_Ability Name="R_Power_Plant_Income_Penalty">
				<Income_Multiplier>0.80</Income_Multiplier>
				<Income_Additive_Value>0.0</Income_Additive_Value>
				<Interval_Multiplier>2.0</Interval_Multiplier>
				<Stacking_Category>0</Stacking_Category>
				<Target_Stream_Source>Rebel_Ground_Mining_Facility</Target_Stream_Source>
				<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
				<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
			</Income_Stream_Mod_Ability>
			<Force_Healing_Ability Name="R_Power_Plant_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Power_Generator_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Power_Generator_Destroyed </SFXEvent_Unit_Lost>		
		<SFXEvent_Select> Structure_Power_Gen_Select_SFX </SFXEvent_Select>

		<SFXEvent_Engine_Cinematic_Focus_Loop> Structure_Power_Generator_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00 </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 2000 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_R_Multiplayer">
		<Variant_Of_Existing_Type>Power_Generator_R</Variant_Of_Existing_Type>
		<Victory_Relevant>Yes</Victory_Relevant>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_R_M1">
		<Variant_Of_Existing_Type>Power_Generator_R</Variant_Of_Existing_Type>
		<Tactical_Health>10</Tactical_Health>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Victory_Relevant>Yes</Victory_Relevant>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_R_E3">
		<Variant_Of_Existing_Type>Power_Generator_R</Variant_Of_Existing_Type>
		<Tactical_Health>125</Tactical_Health>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	</SpecialStructure>
	
	<SpecialStructure Name="Power_Generator_P">
		<Variant_Of_Existing_Type>Power_Generator_R</Variant_Of_Existing_Type>
		<Affiliation>Pirates</Affiliation>
	</SpecialStructure>

	<SpecialStructure Name="Communications_Array_E">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_COMM_ARRAY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_COMCENTER.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Communications_Array_E_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

      <Ownership_Sticks>Yes</Ownership_Sticks>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>	

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Build_Cost_Credits>400</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_communications_array.tga</Icon_Name>
	
		<Select_Box_Scale>100</Select_Box_Scale>

		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>350</Tactical_Health>
		<Autoresolve_Health>600</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Affiliation>Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Comm_Array_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Comm_Array_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Comm_Array_Select_SFX </SFXEvent_Select>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_COMM_ARRAY_00, TEXT_ENCYCLOPEDIA_COMM_ARRAY_01  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMM_ARRAY_00 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 4000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		 <Abilities SubObjectList="Yes">
 			<Enable_Radar_Ability Name="E_Comm_Array_Enable_Radar">
 				<Activation_Style>Skirmish_Automatic</Activation_Style>
 				<Affects_All_Allies>True</Affects_All_Allies>
 			</Enable_Radar_Ability>
			<Battlefield_Modifier_Ability Name="E_Comm_Array_Slower_Reinforcements_Effect">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Reinforcement_Time_Multiplier>2.0</Reinforcement_Time_Multiplier>
				<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
				<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
				<Stacking_Category>0</Stacking_Category>
			</Battlefield_Modifier_Ability>
			<Force_Healing_Ability Name="E_Comm_Array_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
 		</Abilities>
   </SpecialStructure>

	<SpecialStructure Name="Communications_Array_R">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_COMM_ARRAY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>RB_COMCENTER.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Communications_Array_R_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Ownership_Sticks>Yes</Ownership_Sticks>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>	

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Build_Cost_Credits>400</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>99</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_communications_array.tga</Icon_Name>
		
		<Select_Box_Scale>100</Select_Box_Scale>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>350</Tactical_Health>
		<Autoresolve_Health>600</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Affiliation>Rebel</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Comm_Array_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Comm_Array_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Comm_Array_Select_SFX </SFXEvent_Select>
		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_COMM_ARRAY_00, TEXT_ENCYCLOPEDIA_COMM_ARRAY_01  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMM_ARRAY_00 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 4000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Abilities SubObjectList="Yes">
 			<Enable_Radar_Ability Name="R_Comm_Array_Enable_Radar">
 				<Activation_Style>Skirmish_Automatic</Activation_Style>
 				<Affects_All_Allies>True</Affects_All_Allies>
 			</Enable_Radar_Ability>
			<Battlefield_Modifier_Ability Name="R_Comm_Array_Slower_Reinforcements_Effect">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Reinforcement_Time_Multiplier>2.0</Reinforcement_Time_Multiplier>
				<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
				<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
				<Stacking_Category>0</Stacking_Category>
			</Battlefield_Modifier_Ability>
			<Force_Healing_Ability Name="R_Comm_Array_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
   </SpecialStructure>





	<SpecialStructure Name="Imperial_Prison_Facility">
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_PRISON_FACILITY</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Land_Model_Name>NB_Prison.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop />
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE,DAMAGE_TRACKING,UNIT_AI,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Icon_Name>i_button_nb_prison.tga</Icon_Name>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Size_Value>50</Size_Value>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
		
		<Select_Box_Scale>100</Select_Box_Scale>
		
		<Mass>1.0</Mass>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>500</Tactical_Health>
		<Autoresolve_Health>500</Autoresolve_Health>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>no</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Width>40</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Prison_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Prison_Destroyed </SFXEvent_Unit_Lost>


		<Score_Cost_Credits> 2000 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Imperial_Prison_AetenII">
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
		<Destruction_Survivors> Rebel_Prisoner_Team, 1.0 </Destruction_Survivors>
		<Tactical_Health>200</Tactical_Health>
	</SpecialStructure>
	
	<SpecialStructure Name="Imperial_Prison_Dathomir">
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
		<Destruction_Survivors> Prisoner_Night_Sister_Company, 1.0 </Destruction_Survivors>
		<Tactical_Health>100</Tactical_Health>
		<Death_Clone_Is_Obstacle> false </Death_Clone_Is_Obstacle>
	</SpecialStructure>
	
	<SpecialStructure Name="Imperial_Prison_Dathomir_Singing_Mountain">
		<Text_ID>TEXT_STRUCTURE_SINGING_MOUNTAIN_PRISON</Text_ID>
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
		<Destruction_Survivors>  </Destruction_Survivors>
		<Tactical_Health>1000</Tactical_Health>
		<Death_Clone_Is_Obstacle> false </Death_Clone_Is_Obstacle>
	</SpecialStructure>
	
	<SpecialStructure Name="Imperial_Prison_Dathomir_Frenzied_River">
		<Text_ID>TEXT_STRUCTURE_FRENZIED_RIVER_PRISON</Text_ID>
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
		<Destruction_Survivors>  </Destruction_Survivors>
		<Tactical_Health>1000</Tactical_Health>
		<Death_Clone_Is_Obstacle> false </Death_Clone_Is_Obstacle>
	</SpecialStructure>
	
	<SpecialStructure Name="Imperial_Prison_Dathomir_Misty_Falls">
		<Text_ID>TEXT_STRUCTURE_MISTY_FALLS_PRISON</Text_ID>
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
		<Destruction_Survivors>  </Destruction_Survivors>
		<Tactical_Health>1000</Tactical_Health>
		<Death_Clone_Is_Obstacle> false </Death_Clone_Is_Obstacle>
	</SpecialStructure>
	
	
	<SpecialStructure Name="Imperial_Prison_Kashyyyk">
		<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<!--		<Destruction_Survivors> Kashyyyk_Wookie_War_Party, 1.0 </Destruction_Survivors> Spawned by script for mission EM05-->
		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Tactical_Health>9000</Tactical_Health>
	</SpecialStructure>


	<SpecialStructure Name="Pirate_Command_Center">
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_PIRATE_BASE</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<HQ_Win_Condition_Relevant>yes</HQ_Win_Condition_Relevant>
		<Land_Model_Name>nb_piratebase_01.alo</Land_Model_Name>
		<Icon_Name>i_button_pirate_base.tga</Icon_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop />
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>LAND_OBSTACLE, SPACE_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
	
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Mass>1.0</Mass>
		<Scale_Factor>.66</Scale_Factor>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>1000</Tactical_Health>
		<Autoresolve_Health>1000</Autoresolve_Health>

		<Destruction_Survivors>
			Pirate_Survivors_Small, 1.0
			Pirate_Survivors_Medium, 1.0
			Pirate_Survivors_Large, 1.0 
		 </Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Sabotage_Cost_Credits>10000</Sabotage_Cost_Credits>

		<Affiliation>Pirates</Affiliation>
		<Base_Level_Available>0</Base_Level_Available>
		<Victory_Relevant>Yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Starting_Spawned_Units_Tech_0>Pirate_Soldier_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
		
		<Starting_Spawned_Units_Tech_0>Pirate_PLEX_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_PLEX_Squad, -1</Reserve_Spawned_Units_Tech_0>

		<Starting_Spawned_Units_Tech_0>Swamp_Speeder_P, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Swamp_Speeder_P, -1</Reserve_Spawned_Units_Tech_0>
		
		<Starting_Spawned_Units_Tech_0>Pod_Walker_Pirate, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pod_Walker_Pirate, -1</Reserve_Spawned_Units_Tech_0>
		
		<Starting_Spawned_Units_Tech_0>Pirate_Skiff, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Skiff, -1</Reserve_Spawned_Units_Tech_0>

		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>250.0</Spawned_Squadron_Location_Flyout_Distances>		
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Score_Cost_Credits> 8000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
   </SpecialStructure>


	<SpecialStructure Name="Rebel_Command_Center">
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_STRUCTURE_REBEL_COMMAND_CENTER</Text_ID>
		<HQ_Win_Condition_Relevant>yes</HQ_Win_Condition_Relevant>
		<GUI_Row> 0 </GUI_Row>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Land_Model_Name>RB_CommandCenter.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, IDLE,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Rebel_Command_Center_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15  0.15</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Build_Cost_Credits>400</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_rb_commandcenter.tga</Icon_Name>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Rebel,
				Han_Solo_Team_Land_MP,
				Obi_Wan_Team,
				Droids_Team,
				Katarn_Team,
				Luke_Skywalker_Jedi_Team,
				Yoda_Team,
				Garm_Bel_Iblis_Team,
				RC_Level_Two_Tech_Upgrade,
				RC_Level_Three_Tech_Upgrade,
			</Tactical_Buildable_Objects_Multiplayer>
	
		<Select_Box_Scale>300</Select_Box_Scale>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
			
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Mass>1.0</Mass>
		<Scale_Factor>.66</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>2800</Tactical_Health>
		<Autoresolve_Health>600</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Affiliation>Rebel</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Command_Center_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Command_Center_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>

		
		<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL_00, MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 4000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="R_Command_Center_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Income_Stream_Ability Name="Rebel_Command_Center_Income_Stream">
				<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
				<Base_Income_Value>45</Base_Income_Value>
				<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
				<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
				<Split_Favors_Owner>No</Split_Favors_Owner>
				<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			</Income_Stream_Ability>
			<Redirect_Blaster_Ability Name="R_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>
		
	
    </SpecialStructure>

	<SpecialStructure Name="Imperial_Command_Center">
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		
		<Text_ID>TEXT_STRUCTURE_IMPERIAL_COMMAND_CENTER</Text_ID>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<HQ_Win_Condition_Relevant>yes</HQ_Win_Condition_Relevant>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name>EB_CommandCenter.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI, IDLE,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type> Imperial_Command_Center_Build_Pad </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>

		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
				
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15  0.15</Radar_Icon_Size>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Build_Cost_Credits>400</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Icon_Name>i_button_eb_commandcenter.tga</Icon_Name>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				Boba_Fett_Team_Land_MP,
				Darth_Team_Land_MP,
				General_Veers_Team,
				Emperor_Palpatine_Team,
				Mara_Jade_Team,
				EC_Level_Two_Tech_Upgrade,
				EC_Level_Three_Tech_Upgrade,
				
		</Tactical_Buildable_Objects_Multiplayer>
	
		<Select_Box_Scale>300</Select_Box_Scale>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Mass>1.0</Mass>
		<Scale_Factor>.66</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>2800</Tactical_Health>
		<Autoresolve_Health>1600</Autoresolve_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Affiliation>Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask>Structure</CategoryMask>

		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<!-- The ground structures have this data which looks like it's space only because the
		snowspeeders are using space style pathfinding which needs this information so that we won't
		path speeders through structures -->
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> EHD_Command_Center_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> EHD_Command_Center_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>

		
		<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_00  </Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_01 </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 4000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_Command_Center_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.02</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.8, 1.8, 1.8</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			<Income_Stream_Ability Name="Empire_Command_Center_Income_Stream">
				<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
				<Base_Income_Value>45</Base_Income_Value>
				<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
				<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
				<Split_Favors_Owner>No</Split_Favors_Owner>
				<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			</Income_Stream_Ability>
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			<Planet_Income_Gambling_Ability Name="Grand_Arena_Gambling_Income">
				<!-- choose a new income modifier every 30 seconds -->
				<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
				<!-- worst losses are -20% of the base -->
				<Min_Income_Modifier>-0.20</Min_Income_Modifier>
				<!-- best positive income is +60% of the base -->
				<Max_Income_Modifier>0.60</Max_Income_Modifier>
				<!-- 80% of the time the income will be positive -->
				<Chance_To_Win>0.80</Chance_To_Win>
			</Planet_Income_Gambling_Ability>
		</Abilities>
    </SpecialStructure>

	
    
    <SpecialStructure Name="Civilian_Command_Center">
		<Variant_Of_Existing_Type>Imperial_Command_Center</Variant_Of_Existing_Type>
		<Tactical_Health>100</Tactical_Health>
		<Affiliation>Rebels</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	</SpecialStructure>

	<!-- ============================================================================================================================== -->
	<!-- ============================================================================================================================== -->
	<!-- ============================================================================================================================== -->

	<!-- Space mode versions of ground special weapons, that fire up from the planet, are defined below... -->
	<!-- AJA 10/11/2005 - Mike and I couldn't remember why we made these and they weren't getting
	instantiated in campaign games anyway, so they get the axe!! -->


	<!-- This version is for space mode and attacking up from planets. There is a land-based version defined above -->
	<!--
	<SpecialStructure Name="Space_Mode_Ground_Rebel_Ion_Cannon">
		<Text_ID>TEXT_GROUND_ION_CANNON</Text_ID>
		<Land_Model_Name />
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>No</Is_Dummy>
		<Scale_Factor>0.75</Scale_Factor>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
		<Size_Value>100</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1000</Slice_Cost_Credits>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>1</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Destruction_Survivors> </Destruction_Survivors>
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>Power_Generator_R</Required_Special_Structures>
		<Required_Planets />
		<Weapon_Type>Ion_Cannon_Planetary</Weapon_Type>
		<Weapon_Quantity>1</Weapon_Quantity>
		<SpaceAutoResolveStunRate>3</SpaceAutoResolveStunRate>
		<Tactical_Health>1500</Tactical_Health>
		<Projectile_Fire_Recharge_Seconds>15.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Types>Proj_Ion_Cannon_Planetary</Projectile_Types>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Behavior> DUMMY_GROUND_STRUCTURE </Behavior>
		<SpaceBehavior> SPECIAL_WEAPON </SpaceBehavior>
		<LandBehavior> </LandBehavior>

		<Collidable_By_Projectile_Living>No</Collidable_By_Projectile_Living>

		<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
		<Special_Weapon_Index>0</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index> 1 </Special_Weapon_Target_Action_Index>
		<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>
		<Icon_Name>i_button_ion_cannon.tga</Icon_Name>
		<GUI_Model_Name>RB_IONCANNON.ALO</GUI_Model_Name>
		<GUI_Distance>1000</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Angles>63.44 0 0</GUI_Angles>
		<GUI_Velocity>45</GUI_Velocity>
		<GUI_X_Rot>90</GUI_X_Rot>
		<Space_Victory_Relevant>No</Space_Victory_Relevant>
		<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Fire>Unit_Ion_Cannon_Fire</SFXEvent_Fire>
		<SFXEvent_Special_Weapon_Ready>RHD_Ion_Cannon_Available</SFXEvent_Special_Weapon_Ready>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

      
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Prevents_Blockade_Run_Attrition>True</Prevents_Blockade_Run_Attrition>		
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ION_CANNON_00  </Encyclopedia_Text>

	</SpecialStructure>
	-->


	<!-- This version is for space mode and attacking up from planets. There is a land-based version defined above -->
	<!--
	<SpecialStructure Name="Space_Mode_Ground_Empire_Hypervelocity_Gun">
		<Text_ID>TEXT_GROUND_HYPERVELOCITY</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Land_Model_Name />
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Empire </Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>4</Tech_Level>
		<SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>
		<Damage>50</Damage>
		<Required_Timeline>0</Required_Timeline>
		<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		<Shield_Points>200</Shield_Points>
		<Tactical_Health>800</Tactical_Health>
		<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>6</Energy_Refresh_Rate>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Behavior> DUMMY_GROUND_STRUCTURE</Behavior>
		<SpaceBehavior> SPECIAL_WEAPON </SpaceBehavior>
		<LandBehavior> </LandBehavior>

		<Collidable_By_Projectile_Living>No</Collidable_By_Projectile_Living>

		<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
		<Special_Weapon_Index>1</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index> 0 </Special_Weapon_Target_Action_Index>
		<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>
		<Projectile_Fire_Recharge_Seconds>15.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Types>Proj_Hypervelocity_Gun</Projectile_Types>
		<Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>
		<Space_Victory_Relevant>No</Space_Victory_Relevant>
		<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Destruction_Survivors> </Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Fire>Unit_Hyper_Velocity_Fire</SFXEvent_Fire>
		<SFXEvent_Special_Weapon_Ready>EHD_Hypervelocity_Available</SFXEvent_Special_Weapon_Ready>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
      <Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
				
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HYPERVELOCITY_00  </Encyclopedia_Text>
		
	</SpecialStructure>
	-->


<!--  TEST of destroyable asteroids getting progressivly smaller -->



	<SpecialStructure Name="Destroyable_Asteroid_Small">
		<Text_ID>TEXT_DESTROYABLE_ASTEROID</Text_ID>
		<Space_Model_Name>w_asteroid02.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Neutral</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tactical_Health>125</Tactical_Health>
		<Behavior>IDLE, SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>

		<Is_Impassable_Asteroid> true </Is_Impassable_Asteroid>
		<Custom_Soft_Footprint_Radius> 60 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<Score_Cost_Credits> 50 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Destroyable_Asteroid_Medium">
		<Text_ID>TEXT_DESTROYABLE_ASTEROID</Text_ID>
		<Space_Model_Name>w_asteroid00.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Neutral</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tactical_Health>250</Tactical_Health>
		<Behavior>IDLE, SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>medium_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<Layer_Z_Adjust>-60.0</Layer_Z_Adjust>

		<Destruction_Survivors> Destroyable_Asteroid_Small, 1.0 </Destruction_Survivors>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>

		<Is_Impassable_Asteroid> true </Is_Impassable_Asteroid>
		<Custom_Soft_Footprint_Radius> 100 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<Score_Cost_Credits> 100 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Destroyable_Asteroid_Large">
		<Text_ID>TEXT_DESTROYABLE_ASTEROID</Text_ID>
		<Space_Model_Name>w_asteroid01.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Neutral</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tactical_Health>500</Tactical_Health>
		<Behavior>IDLE, SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Layer_Z_Adjust>-135.0</Layer_Z_Adjust>

		<Destruction_Survivors> Destroyable_Asteroid_Medium, 1.0 </Destruction_Survivors>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>

		<Is_Impassable_Asteroid> true </Is_Impassable_Asteroid>
		<Custom_Soft_Footprint_Radius> 170 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<Score_Cost_Credits> 200 </Score_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="Destroyable_Asteroid_Huge">
		<Text_ID>TEXT_DESTROYABLE_ASTEROID</Text_ID>
		<Space_Model_Name>w_asteroid03.alo</Space_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Affiliation>Neutral</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tactical_Health>1000</Tactical_Health>
		<Behavior>IDLE, SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL,UNIT_AI</SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Space</Death_Explosions>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Modifies_Reveal_Range>yes</Modifies_Reveal_Range>
		<Reveal_Range_Modifier>-.50</Reveal_Range_Modifier>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<Layer_Z_Adjust>-140.0</Layer_Z_Adjust>
		
		<Destruction_Survivors> Destroyable_Asteroid_Large, 1.0 </Destruction_Survivors>

		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>

		<Is_Impassable_Asteroid> true </Is_Impassable_Asteroid>
		<Custom_Soft_Footprint_Radius> 320 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<Score_Cost_Credits> 300 </Score_Cost_Credits>
	</SpecialStructure>


	<SpecialStructure Name="Defense_Satellite">
		<Text_ID>TEXT_STRUCTURE_UPLINK_STATION</Text_ID>
		<GUI_Row> 0 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Space_Model_Name>NV_DEFENSESATELLITE.ALO</Space_Model_Name>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<Select_Box_Scale>330</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Affiliation>Neutral</Affiliation>
		<Size_Value>30</Size_Value>

		<Shield_Points>500</Shield_Points>
		<Tactical_Health>1000</Tactical_Health>
		<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
		<Energy_Capacity>10000</Energy_Capacity>
		<Energy_Refresh_Rate>20</Energy_Refresh_Rate>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Behavior>SELECTABLE, DUMMY_ORBITAL_STRUCTURE</Behavior>
		<SpaceBehavior>SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TARGETING, WEAPON, POWERED, SHIELDED, DAMAGE_TRACKING </SpaceBehavior>

		<Damage>12</Damage>
		<Projectile_Types>Proj_Ship_Large_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>

		<Fire_Inaccuracy_Distance> Fighter, 3.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 3.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 3.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 10.0 </Fire_Inaccuracy_Distance>
		
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

		<SFXEvent_Fire>Unit_A_Wing_Fire</SFXEvent_Fire>

		<Victory_Relevant>yes</Victory_Relevant>
		<Icon_Name>i_button_lrs.tga</Icon_Name>
		<GUI_Model_Name>NV_LRS.ALO</GUI_Model_Name>
		<GUI_Distance>1000</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Armor_Type> Armor_Satellite </Armor_Type>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<!--<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_DEFENSE_SAT</Encyclopedia_Text>-->
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		
		<Score_Cost_Credits> 25000 </Score_Cost_Credits>
		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>
		<Remove_Upon_Death>true</Remove_Upon_Death>

	</SpecialStructure>

	<SpecialStructure Name="Defense_Satellite_Missile">
		<Text_ID>TEXT_ORBITAL_DEFENSE_SATELLITE_MISSILE</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Space_Model_Name>NV_MDS.ALO</Space_Model_Name>
		<Icon_Name>i_button_mds.tga</Icon_Name>
		<GUI_Bracket_Size>1</GUI_Bracket_Size> 
		<Select_Box_Scale>35</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Behavior> SELECTABLE, TACTICAL_SELL </Behavior>
		<SpaceBehavior> SPACE_OBSTACLE, TURRET, TARGETING, WEAPON, SHIELDED, UNIT_AI, POWERED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING </SpaceBehavior>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Fine_Tune_Occupied_Passability>No</Fine_Tune_Occupied_Passability>
		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		
		<Shield_Points>800</Shield_Points>
		<Tactical_Health>1000</Tactical_Health>
		<Tactical_Sell_Credits> 400 </Tactical_Sell_Credits>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<SFXEvent_Sold_Tactical> EHD_Turret_Sold </SFXEvent_Sold_Tactical>

		<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
		<Affiliation>Rebel, Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		
		<Projectile_Types>Proj_Ship_Concussion_Missile_Satellite</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>4.5</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
		<Armor_Type> Armor_Satellite </Armor_Type>

		<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>60</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Fire>Unit_Missile_Fire</SFXEvent_Fire>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Victory_Relevant>no</Victory_Relevant>
		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<AI_Combat_Power>300</AI_Combat_Power>
		<Score_Cost_Credits> 800 </Score_Cost_Credits>
		<Property_Flags>Turret | TacticalStructure</Property_Flags>
		<Remove_Upon_Death>true</Remove_Upon_Death>

	</SpecialStructure>


	<SpecialStructure Name="Defense_Satellite_Laser">
		<Text_ID>TEXT_ORBITAL_DEFENSE_SATELLITE_LASER</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Space_Model_Name>NV_LDS.ALO</Space_Model_Name>
		<Icon_Name>i_button_lds.tga</Icon_Name>
		<GUI_Bracket_Size>1</GUI_Bracket_Size> 
		<Select_Box_Scale>35</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Behavior> SELECTABLE, TACTICAL_SELL </Behavior>
		<SpaceBehavior> SPACE_OBSTACLE, TURRET, TARGETING, WEAPON, UNIT_AI, SHIELDED, POWERED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Fine_Tune_Occupied_Passability>No</Fine_Tune_Occupied_Passability>
		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		
		<Shield_Points>800</Shield_Points>
		<Tactical_Health>1000</Tactical_Health>
		<Tactical_Sell_Credits> 400 </Tactical_Sell_Credits>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<SFXEvent_Sold_Tactical> EHD_Turret_Sold </SFXEvent_Sold_Tactical>

		<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
		<Affiliation>Rebel, Empire</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		
		<Projectile_Types>Proj_Ship_Large_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
		<Armor_Type> Armor_Structure </Armor_Type>

		<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Fire>Unit_Missile_Fire</SFXEvent_Fire>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Victory_Relevant>no</Victory_Relevant>
		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<AI_Combat_Power>300</AI_Combat_Power>
		<Score_Cost_Credits> 800 </Score_Cost_Credits>
		<Property_Flags>Turret | TacticalStructure</Property_Flags>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</SpecialStructure>

	<SpecialStructure Name="Defense_Satellite_Laser_Small">
		<Variant_Of_Existing_Type>Defense_Satellite_Laser</Variant_Of_Existing_Type>
		<Scale_Factor>0.45</Scale_Factor>
		<Shield_Points>200</Shield_Points>
		<Tactical_Health>300</Tactical_Health>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Radar_Icon_Size>0.05  0.05</Radar_Icon_Size>
	</SpecialStructure>

	<SpecialStructure Name="Pirate_Defense_Satellite_Laser">
		<Text_ID>TEXT_ORBITAL_DEFENSE_SATELLITE_MISSILE</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Space_Model_Name>NV_LDS.ALO</Space_Model_Name>
		<Icon_Name>i_button_lds.tga</Icon_Name>
		<GUI_Bracket_Size>1</GUI_Bracket_Size> 
		<Select_Box_Scale>35</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Behavior> SELECTABLE, TACTICAL_SELL </Behavior>
		<SpaceBehavior> SPACE_OBSTACLE, TURRET, TARGETING, WEAPON, UNIT_AI, SHIELDED, POWERED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Fine_Tune_Occupied_Passability>No</Fine_Tune_Occupied_Passability>
		<Mass>1.0</Mass>
		<Scale_Factor>0.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Radar_Icon_Size>0.05  0.05</Radar_Icon_Size>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		
		<Shield_Points>50</Shield_Points>
		<Tactical_Health>50</Tactical_Health>
		<Tactical_Sell_Credits> 400 </Tactical_Sell_Credits>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<SFXEvent_Sold_Tactical> EHD_Turret_Sold </SFXEvent_Sold_Tactical>

		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
		<Affiliation>Pirates</Affiliation>
		<Base_Level_Available>1</Base_Level_Available>
		
		<Projectile_Types>Proj_Ship_Large_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.8</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
		<Armor_Type> Armor_Structure </Armor_Type>

		<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Fire>Unit_Missile_Fire</SFXEvent_Fire>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Victory_Relevant>no</Victory_Relevant>
		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<CategoryMask> Structure </CategoryMask>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.075  0.075</Radar_Icon_Size>

		<Custom_Soft_Footprint_Radius> 200 </Custom_Soft_Footprint_Radius>
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> StaticObject </Space_Layer>

		<AI_Combat_Power>300</AI_Combat_Power>
		<Score_Cost_Credits> 800 </Score_Cost_Credits>
		<Property_Flags>Turret | TacticalStructure</Property_Flags>
		<Remove_Upon_Death>true</Remove_Upon_Death>

	</SpecialStructure>



	<SpecialStructure Name="Refueling_Pump">
		<Select_Box_Scale>50</Select_Box_Scale>
		<Text_ID>TEXT_STRUCTURE_FUEL_PUMP</Text_ID>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Land_Model_Name>NB_CMC22Mining_Sml.alo</Land_Model_Name>
		<Icon_Name>i_button_nb_cmc22mining_sml.tga</Icon_Name>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Affiliation>Rebel</Affiliation>

		<Scale_Factor>1.0</Scale_Factor>

		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Political_Control>0</Political_Control>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>100</Tactical_Health>
		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,UNIT_AI,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Armor_Type> Armor_Structure </Armor_Type>

		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Score_Cost_Credits> 300 </Score_Cost_Credits>
	</SpecialStructure>


   <SpecialStructure Name="Ground_Saloon">
		<Select_Box_Scale>250</Select_Box_Scale>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_SALOON</Text_ID>
		<Land_Model_Name>W_CANTINATAT.ALO</Land_Model_Name>
		<GUI_Row> 0 </GUI_Row>
		<Affiliation>Underworld</Affiliation>

		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
		<Scale_Factor>0.75</Scale_Factor>
		
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Base_Position>Out_Base</Base_Position>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Tactical_Health>600</Tactical_Health>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, POWERED, SHIELDED, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET</LandBehavior>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Icon_Name>i_button_cantina.tga</Icon_Name>
		<GUI_Model_Name>W_CANTINATAT.ALO</GUI_Model_Name>
		<GUI_Distance>850</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> RHD_Cantina_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> RHD_Cantina_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select> Structure_Cantina_Select_SFX </SFXEvent_Select>
		
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		
		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		
		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_CANTINA_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_CANTINA_U_00  </MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 6000 </Score_Cost_Credits>
		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="U_Cantina_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
                   <Income_Stream_Ability Name="Empire_Command_Center_Income_Stream">
				<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
				<Base_Income_Value>45</Base_Income_Value>
				<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
				<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
				<Split_Favors_Owner>No</Split_Favors_Owner>
				<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			</Income_Stream_Ability>
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			<Planet_Income_Gambling_Ability Name="Grand_Arena_Gambling_Income">
				<!-- choose a new income modifier every 30 seconds -->
				<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
				<!-- worst losses are -20% of the base -->
				<Min_Income_Modifier>-0.20</Min_Income_Modifier>
				<!-- best positive income is +60% of the base -->
				<Max_Income_Modifier>0.60</Max_Income_Modifier>
				<!-- 80% of the time the income will be positive -->
				<Chance_To_Win>0.80</Chance_To_Win>
			</Planet_Income_Gambling_Ability>
		</Abilities>
	
           </SpecialStructure>

<!-- ############NEW##################### -->

                <SpecialStructure Name="E_Ground_Droid_Works">
                <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<Text_ID>TEXT_GROUND_DROID_WORKS_E</Text_ID>
		<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_DROIDWORKS_EMPIRE TEXT_TOOLTIP_GARRISON_DROIDWORKS_E </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
		<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>

		<Land_Model_Name>UB_DROIDWORKS.ALO</Land_Model_Name>
		<Icon_Name>i_button_ub_droidworks.tga</Icon_Name>

		<GUI_Row> 0 </GUI_Row>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, POWERED, SHIELDED, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATION,SPAWN_SQUADRON,EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Obstacle_Proxy_Type>  </Obstacle_Proxy_Type>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>			
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>	
		<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>			
		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Mass>1.0</Mass>
		<Scale_Factor>1.2</Scale_Factor>
		<GUI_Bracket_Size>2</GUI_Bracket_Size> 
		<Is_Dummy>No</Is_Dummy>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		
		<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>

		<Armor_Type> Armor_Structure </Armor_Type>
		<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>

		<Destruction_Survivors> 
			Empire_Survivors_Medium, 1.0
		</Destruction_Survivors>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>

		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>2</Tech_Level>
		<Build_Cost_Credits>1300</Build_Cost_Credits>
		<Build_Time_Seconds>22</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>50</Size_Value>
		<Base_Position>In_Base</Base_Position>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>Telos_IV</Required_Planets>
		<Tactical_Health>650</Tactical_Health>
		<Shield_Points>700</Shield_Points>
		<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
		<Energy_Capacity>9000</Energy_Capacity>
		<Energy_Refresh_Rate>9000</Energy_Refresh_Rate>
				
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Unit_Under_Attack> UHD_Droidworks_Under_Attack </SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost> UHD_Droidworks_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<CategoryMask> Structure </CategoryMask>

		<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
		<Space_Layer> Corvette </Space_Layer>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Score_Cost_Credits> 5000 </Score_Cost_Credits>
		<Property_Flags>InBase</Property_Flags>
		
		<Tactical_Buildable_Objects_Multiplayer> 
			Empire,
				HK_50_Squad
		</Tactical_Buildable_Objects_Multiplayer>

		<AI_Combat_Power>300</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>HK_50, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>HK_50, -1</Reserve_Spawned_Units_Tech_0>

		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>		
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Abilities SubObjectList="Yes">
			<Force_Healing_Ability Name="E_DroidWorks_Self_Repair">
				<Activation_Style>Skirmish_Automatic</Activation_Style>
				<Heal_Range>0.0</Heal_Range>
				<Heal_Percent>0.025</Heal_Percent>
				<Heal_Amount>0.0</Heal_Amount>
				<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
				<Single_Target_Heal>Yes</Single_Target_Heal>
				<Applicable_Unit_Categories />
				<Applicable_Unit_Types />
				<SFXEvent_Target_Affected />
				<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
				<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
				<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
				<Owner_Light_Effect_Color2 />
				<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
				<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
			</Force_Healing_Ability>
			
			<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
				<Initially_Enabled> No </Initially_Enabled>
				<Activation_Style>Take_Damage</Activation_Style>
				<Redirect_Chance>0.0</Redirect_Chance>
				<Block_Chance>0.30</Block_Chance>
				<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
				<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
				<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
				<!-- We can block/redirect shots from the following units types: -->
				<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Structure</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
				<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
			</Redirect_Blaster_Ability>
			
		</Abilities>

              </SpecialStructure>


                <SpecialStructure Name="Space_Factory_R_Capital">
		<!-- Zollstation -->
		<Variant_Of_Existing_Type>E_Orbital_Jamming_Station</Variant_Of_Existing_Type>
                <Affiliation>Rebel</Affiliation>
		<Text_ID>TEXT_SPACE_FACTORY</Text_ID>
	        <Icon_Name>i_button_lds.tga</Icon_Name>
		<Encyclopedia_Text> TEXT_TOOLTIP_SPACE_FACTORY_R </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> 
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Space_Model_Name>GKS-Yard_MKII.ALO</Space_Model_Name>
		<Required_Special_Structures />
		<Tactical_Health>6500</Tactical_Health>
  		<Shield_Points>1000</Shield_Points>
  		<Shield_Refresh_Rate>100</Shield_Refresh_Rate>
		<HardPoints> Factory_Fighter_Bay_01 </HardPoints>

		<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 1</Reserve_Spawned_Units_Tech_0>

		<Starting_Spawned_Units_Tech_0>Corellian_Corvette, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Corellian_Corvette, 0</Reserve_Spawned_Units_Tech_0>

		<Spawned_Squadron_Delay_Seconds>2</Spawned_Squadron_Delay_Seconds>
  
             </SpecialStructure>

                <SpecialStructure Name="Space_Factory_E_Capital">
                <!-- Zollstation -->
	        <Variant_Of_Existing_Type>Space_Factory_R_Capital</Variant_Of_Existing_Type>
                <Affiliation>Empire</Affiliation>
		<Text_ID>TEXT_SPACE_FACTORY_Capital_E</Text_ID>
		<Encyclopedia_Text> TEXT_TOOLTIP_SPACE_FACTORY_E </Encyclopedia_Text>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
		<Size_Value>90</Size_Value>
		<Base_Position>Orbital</Base_Position>
		<Tech_Level>2</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets />
		<Space_Model_Name>GKS-Yard_MKII.ALO</Space_Model_Name>
		<Required_Special_Structures />
		<Tactical_Health>6500</Tactical_Health>
  		<Shield_Points>1000</Shield_Points>
  		<Shield_Refresh_Rate>100</Shield_Refresh_Rate>
		<HardPoints> Factory_Fighter_Bay_01 </HardPoints>
            
               
            </SpecialStructure>

</SpecialStructures>
