[Basic] Name=Fortress Heaven NewINIFormat=3 [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=517 1=563 2=584 3=635 4=15748 5=15804 6=15825 7=15867 [MapPack] 1=bwEAIIH//m0A/4KPABACh///KwArAAJgAoFHIAL+5AD/yW4AcQL/6gCEAIX//5AAkGEAUQ 2=KBSAAC/ugA/zEAgVX/+QB3AoORAJEg7II1ABACEP6BOCAC/ugA/1EAMQKBIAAC/+wAhASH 3=//+jAKMAiAACyXgF/uwA/1EAgY0AAoF0IAL+8gD//wABdAdQAf8AAXwIgnUAEAL++gD//w 4=ABfAqCdgAQAv76AP//AAF8DP/2AXwIg7YAtgD0gbgABIKBABACEAqD//+w/+MAgQ+CwQAQ 5=AhEAEAKBuCD+EQCDuACwAAL+4gD/MQCF//+uAK4g7jEA/uoA/4WzALIAs8iBEv/yAHwPgb 6=IBAjAKg44Ajv/zAHsI/wABbhSDsQCxIPCCkwAQAv/wAHwVUP5RAP/wAHwNcQDDcAP/AAF8 7=F//4AHwUMv7/9AF6GYG0IO6DkgCSIAj/8AB8G4K0ABAC//oAchwTAMlsBf/4AHwaUQD/hA 8=B8GICwAQAggf/+bQD/ibIAsgD//5AAkAAGhP//dgAQAv7sAP+DsQCxyHEAgnUAEAL+6gD/ 9=MP7/CAFyAYV3AHcAegAC/uoA/1EAg5EAkf/1AHcDFQBRAP/yAHwAdgCDkgCS/wEBdwX/8A 10=B8AhABgrMAEAI1AP/0AHgHMQIxAIF0IAL+dgD/hXMAcwByAAL+cgD/gbQgdIOUAJT/ewB3 11=CRD+MQD/cAD4CYK0ABACEQCC////dAB4ChdyMP5xAIEIIAKBCSACgQpADoEHIAKBBiACUB 12=owFDAOyxoMgTsAAoE8AALJ4AuFQABAAEEAAoEKQCYwWIH3IAIwSoELIALJDgzVQgyBPgAC 13=zY4McAGBAOh9C3EAEA7/UAD6C4E9AAIQrIE/AAL5VgzNSg1RAMmSDRAMEBQQAVBsyTQNyR 14=QNMGSBCtB3DXAeMDaBAtYNDYEC1icNgQIgAs+ODTAYgQLoXw3ZQg7Vpg3JUg3zyg1QqP9k 15=AAYPgfggAv9IACQPcQAwENvKDoEC/9EA6Q7/sgC4EP8ADWwQgfkgAv/2AHYdgSMAAjEAgU 16=kAAoFK0lMfg04AWQAC/24A+h6AYwIAIIICAP9kAAAAgSMgAoH5IAKBSQACgUoAAoFLAAKB 17=TAACgU0AAhAMgU4AAoFZAAL/ZgAAAP9qAPYAgSIAAhD+EAGBwAACMAHTeACBUwAC/9AAlg 18=DNYgGDwAC4IAyBtyAIMAyBwkEW/84AjgGBMAACEP5wAVEAgbgA/hEAMAKBwiAC/9gAigJQ 19=AYL//8hjAwD+cAFxAIFSAAL/yACUA4ESIALhXwWBsyAC//oAigQxAv/iAIoFgUAAAoE/AA 20=KBPgACgT0AAoE8AAIQAYG0IAL/0ACKBoMCAC4AAoE7AAIQ7BD40WwHgUEAAoH3IAIQKoFa 21=AAL/3ACSB8tOCdF8CP/QAJIA4V4KMQD/9ACQCTACgfggAv+ACYoKgR4AAoEcIALj5BSBHS 22=ACgRsgAjA4gRj/lwBNFDCqUNwQ6DC2EByBICACgR8gFlEAwXIAwYYBwYIBwX4BgUrO0xWD 23=TgBP0jkV80wV/1gAhBWBISACgR/K4xUw6BC0gRoAAuX+Fct4AcGKAdU4FlAC1cQWUYbJOh 24=fDbAD1TBXbxBbb4BaFGgDlAHoAAt0FGM8mF9U3GFEAw3IAzSoWgR9AhlCUy34X/0oAihdQ 25=/IEh2gkY5/wX6SUZyVIYMThyNN1uGFACMCYwJDOy47AYgU4gbIFP5NUYEQL+XgD/y14Z3T 26=4a04wZMrKBH0OqU5xSjINKAAFAAhBiz84Z/rAA/++QGoFKIAww/t9qGv64AP+DcwBzI6rR 27=TBpRAP7OAP+DcABwYNIQ/tWqHP7OAP+CcQBQAhEAMAIw/oFz/+EArx2DdwB3YP7PmB7+VQ 28=D/gf+AAQEAIIH//osA/4V3AHcAcSACMBCDcABwQAr+5AD/gnUAEAL++gD//wABigGCdAAQ 29=Av76AP//AAKKA4J2ABAC/voA//8AAYoG/wACigGCgQAQAv72AP+DrgCuIP6DgQC5IAL+8A 30=D//wABhgvLhgX/AAGUDP72AP//AAGKDv/8AYoIhVwAXACAIAKBXQAC/vIA///+AIYSglEA 31=EAKBAiACgUMgAv7uAP//AAGEFINSAFJA/hACgUQAAv7uAP//AAGEFoNTAFPIhxf/8gCQFf 32=8AAYQYg1QAVMiHGYMCAEUAAv7sAP//AAGEGoJVABAC//oAiBf/AAGEHM2CF//wAJQb/3wA 33=hB6A3AIAIIEA9AAAggECAASCAQAgAgAL/nAAAIsDBAUABAUGAgMCAxAL/nMAAIYBAAgJCg 34=sxAv5zAACHAgMAAw0ODwEAAAr+dAAAEPYB+v92AEEAIQCBAAIChAECAwT+dgAAEfiCBwgC 35=hP52AAAh+P94AEACIAGCBAX/eQDAAGABgwYHCP5+AAD/ewC/A1UH/n0AAP/7AT8FJvchAP 36=9zAEMBggECBXqBBxSA/3UAwAEReBB3/3oAvgQyeP95AD4JMXT/egC9AyL4/3sAPAQy+IEC 37=/3gAvgko9RD9/3cAPwqCBgcx//94AL4KggkKQoT/eAA/CkB8/3kAvgoAeBB8/3kAvgkr/v 38=96ADwHVYD/fQC+BgEA/3wAvgklg/98AD8KAQD/fAC+Cv98ALoPJYD/ewA7EBWAJIP/dgBC 39=ATWAgQE+hf54AAAfAP95AEAHIX3/ewC+DjUA/3oAvRLCOAD/vgA8E8K6A/r/Dfo8FAy/HM 40=P4gA75PQ+BAcE7ARAEwjwCEc0gB9IBFmEnIArJFRZwA8ojFt/9FIcCAwwNDgAAwbwBggQF 41=AAMRS2ADy4YWxbgDAGcACsqTFmADy6EWUAxAisQ/ANQIFgFEAAMbyWADygYXAE4wYAAIEA 42=XJFBfIFxfJIxdQDDCKxL4A1YcWcKswLcY7ANqIF8U8AtyLFxCKgQQAEcw2F8kTF3CnUATi 43=ARgse+sJGNNZGMlsGEC84IIYEMXshxjU2BjJ7BgxQuEBGWC55wwZ1FgZyWgZMAbigRkR2u 44=yIGdPZGXEAYq3gAhoUeuwHGtRYGnEUyvAZ3IYaVHToixrU2BpQkMxuGtwGG2QU5wwb1Fgb 45=yYAaMALhgRshgOuIG9TYG8kAGzAC4QEcABLtBhzUWBzzgBskgP97ALsbJID/RwA7HM2AHe 46=GBHWMA54wd1Ngdy2odIJrhAh7JUxfkEB7TWR7zgB3Nthv/cADGHc02HP9vAEYezrUczaAf 47=54EfgB0DACCCAgPNAADfAQCFBAUGBwgQCYIAATACzh8A5wEAEEXMagDbggCGAgMGBwAAAH 48=aDAAAFcJGCAAHphQDI5AAQB1DHMALaAQEQ+4QJCgAAEHMwhTAGggID5wUBymIB64AAggAB 49=EH0AAUGBIB8wi/bJAM0AAtkBAoMCAw0gfzABgQRQixCA5gUCy2EC6gAAAIHIMQJQARAV9k 50=cAzUYC2lQCMWvNMgMxgPVJAs7lAtjWAjFrMnRQAjCV98cCyCUCMATbAQRz8VKSEYBQ0eMK 51=BMljBFBGcATbgQRD8UARgQQEAwEAZEjjigTJ4wTJ7ARAmuwCBQGV+AEFyWwFMSDtgQXLag 52=XtjAXJ6AUwBu0BBgGA+AEGyaYERknsggYBgPiBBssqBMxjAeIMBwAF+AEHyaoEyPIG6YYH 53=ggQF+IEH7AAB0B4IUwD/ZABKAdGdCMuoBP9fANAA0B4JUwD/eABKCFMA/2QAygHRHQoTAP 54=cCCiCFI4fQ3wMzoBAD2doDAwDpAgBD9TAGMF0AQhpDYNFQozAZKvDXWwoTAOVXChBnYFWC 55=AwRCPgBCyLcBdaRAGQADhgwNDg8QEcnfChExcR/kxgqECAkKC3BVggYHKDs6xcgHDEtXyy 56=4DhBQVFhdgzUh2yB0L4UcLIMXLBQw0O+KDDIMbHB1ocIIDARDGzZwLYdnQ1AsQgIISEwDF 57=zJoMgQvjgwzLCgzPLgMQWoEXYQ8qk2JOKqIQg4UYGRobHP5YAAABH2EPEmfK6ArTLQP+WQ 58=AAIabIJw3/agDmDSB3Ao/lgQz+SwAAIWYBfYEJE2X+cQAAgQEge4IKCwMKAAP+cQAAggID 59=AHsACAOF/nUAANKuAv5qAAD/bwDlDf8RAbQQfxj+dwAA//8BxhD/fwBFFCpX/3oARhXBsQ 60=CBCAb8/nsAABD9w7EB/nUAAP//AUUSxEEE/ngAAMTABP55AAAR/SED/nYAABD9xcAB/nUA 61=AMYPC/52AADErAD/egDIGVEA/3cAShpBAP96AMgayDgK/nQAAMjYDf52AAA0/f95AEkdxc 62=IE/30AyRv/ewBHHSIB9scdgA== [OverlayPack] 1=MgAAIIH//iEN/4EJziIN8REN/44B6AzpTg7/3wCiDt7ND/9UBKIP0joU//YACxT+fgr/gf 2=+ASQAAIIH//gAN/4EJYAH+agD/yQEN/y4BAQ1wLvkDDv9WAnUO568Q/wwB9RD1xxD5ORL/ 3=RAA7Dv/2A7kS/2IAkxD/OgIRF/40Bv+B/4A= [Base] Count=0 Player=Russia [General] ; special weapons ChronoDuration=5 ; time that a unit will remain chronoshifted before returning to start location ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted? ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect GPSTechLevel=8 ; tech level at which GPS satelite becomes available GapRadius=10 ; radius of gap generator (cells) GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts ParaTech=5 ; tech level when free para-infantry appears from airstrip ParabombTech=8 ; tech level that parabomb appears free with airfield RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip BadgerBombCount=1 ; number of badgers used to drop parabombs ; Chrono side effects QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use QuakeDamage=33% ; percentage damage to inflict when time quake occurs VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use VortexDamage=200 ; damage inflicted by vortex discharge VortexRange=10 ; scan for victims up to this distance away [in cells] VortexSpeed=10 ; speed of vortex movement ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=20% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units ; combat and damage TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes AtomDamage=2500 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles BridgeStrength=750 ; strength of bridge [smaller means more easily destroyed] C4Delay=.03 ; minutes to delay after placing C4 before building will explode Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=1000 ; maximum damage (after adjustments) per shot MinDamage=1 ; minimum damage (after adjustments) per shot OreExplosive=no ; Does the harvester explode big time when destroyed? ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage TreeTargeting=no ; Automatically show target cursor when over trees? Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ; income and production BailCount=10 ; number of 'bails' carried by a harvester BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs GemValue=150 ; gem credits per 'bail' carried by a harvester GoldValue=225 ; gold credits per 'bail' carried by a harvester GrowthRate=.02 ; minutes between ore (Tiberium) growth OreGrows=yes ; Does ore grow denser over time? OreSpreads=yes ; Does ore spread into adjacent areas? OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ; audio/visual map controls AllyReveal=yes ; Allies automatically reveal radar maps to each other? ConditionRed=25% ; when damaged to this percentage, health bar turns red ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow DropZoneRadius=4 ; distance around drop zone flair that map reveals itself EnemyHealth=yes ; Show enemy health bar graph when selected? Gravity=3 ; gravity constant for ballistic projectiles IdleActionFrequency=.1 ; average minutes between infantry performing idle actions MessageDelay=.8 ; time duration of multiplayer messages displayed over map NamedCivilians=no ; Show true names over civilians and civilian buildings? FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=yes ; Should helicopter shuffle position between shots (as in C&C)? BaseBias=3 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.20 ; minutes delay between sending response teams to deal with base threat CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. DamageDelay=1 ; minutes between applying trivial structure damage when low on power GameSpeeBias=1 ; multiplier to overall game object movement speed LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied MineAware=yes ; Are friendly units smart enough to avoid friendly mines? Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops TeamDelay=.6 ; interval between checking for and creating teams ; misc FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? ; ******* Multiplayer Settings ******* [MultiplayerDefaults] Money=10000 MaxMoney=10000 ShadowGrow=no Bases=yes OreGrows=yes Crates=yes AIPlayers=no CaptureTheFlag=no ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. [Recharge] Chrono=7 ; chronosphere GPS=8 ; satellite radar IronCurtain=11 ; invulnerability device Nuke=13 ; nuclear missile ParaBomb=14 ; parachute bombs Paratrooper=7 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=3 ; recon mission ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). [Maximums] Players=8 ; ipx layer limits this to 8 maximum Aircraft=100 Anim=100 Building=500 Bullet=50 Factory=48 ; 32 is minimum for 8 player game Infantry=500 Overlay=1 ; special case -- only needs one Projectile=20 ; projectile types, not actual projectiles Smudge=1 ; special case -- only needs one Team=60 TeamType=60 Template=1 ; special case -- only needs one Terrain=500 ; trees and rocks TrigType=80 ; trigger types Trigger=200 ; triggers themselves Unit=500 Vessel=100 Warhead=10 ; warhead types, not actual warheads Weapon=55 ; weapon types, not actual weapons ; ******* AI Controls ******* ; Computer Skirmish-Mode behavior controls. The ratio values are based on the ; number of buildings in the computer base that should be of the type specified. ; The ratio total should exceed 100% so that the base will always try to grow as ; it vainly attempts to achieve the specified percentage composition. ; Take note: The computer AI in Red Alert is merely a warmed over version ; of the AI experiment I wrote during the unallocated time in the month ; following C&C's release. It was more than adequate at that time (even ; difficult to beat), but since Red Alert is a very different game, the skirmish ; mode AI is somewhat under-effective. In order to improve the AI ; over this initial experiment, the following controls are provided. It might ; be possible to manipulate these values to achieve a greater challenge when ; playing the computer opponent. [AI] AttackInterval=3 ; average delay between computer attacks AttackDelay=5 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=2 ; average minutes between creating an 'autocreate' team InfantryReserve=2000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=5 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=3 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=3 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=50 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=12 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=10 ; maximum number of tesla coils to build HelipadRatio=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; maximum number of airstrips to build CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=80% ; sell buildings to raise power level if it falls below this percentage ; ******* IQ setting for computer activity ******* ; Each player (computer controlled or otherwise) is given an IQ rating that is used ; to control what the computer is allowed to automatically control. This is ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous ; and intelligent the side will behave. Each ability is given a rating that ; indicates the IQ level (or above) that the ability will be granted. Because such ; abilities are automatically performed by the computer, giving a human controlled ; country a high IQ is not recommended. Otherwise the player's units will start to ; automatically "do their own thing"! A human controlled country is presumed to have ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to ; the maximum. [IQ] MaxIQLevels=5 ; the maximum number of discrete IQ levels SuperWeapons=5 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=5 ; newly produced units start in guard area mode RepairSell=3 ; allowed to choose repair or sell of damaged buildings AutoCrush=3 ; automatically try to crush antogonists if possible Scatter=4 ; will scatter from incoming threats [grenades and such] ContentScan=5 ; will consider contents of transport when picking good target Aircraft=5 ; automatically replace aircraft or helicopters Harvester=4 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings ; ******* Difficulty Settings ******* ; Game difficulty is controlled by these factors. Some of these factors will ; only affect a computer player. The computer and the player are handicapped by ; individual settings. Thus the computer may be playing at 'difficult' level while the ; player may be playing at 'easy' level. ; Airspeed = multiplier to speed for all air units (def=1.0) ; Armor = multiplier to armor strength for all units and buildings (def=1.0) ; Cost = multiplier to cost for all units and buildings (def=1.0) ; Firepower = multiplier to firepower for all weapons (def=1.0) ; Groundspeed = multiplier to speed for all ground units (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildSlowdown = Should the computer build slower than the player (def=no)? ; <<< affects the computer player, not the human player >>> ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)? ; RepairDelay = average delay (minutes) between initiating building repair ; BuildDelay = average delay (minutes) between initiating construction ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)? [Easy] Firepower=1.2 Groundspeed=1.2 Airspeed=1.2 BuildTime=.8 Armor=1.2 ROF=.8 Cost=.8 RepairDelay=.001 BuildDelay=.001 DestroyWalls=yes ContentScan=yes [Normal] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 BuildTime=1 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=.02 BuildDelay=.03 BuildSlowdown=yes DestroyWalls=yes ContentScan=yes [Difficult] Firepower=.8 Groundspeed=.8 Airspeed=.8 BuildTime=1.0 Armor=.8 ROF=1.2 Cost=1.0 RepairDelay=.05 BuildDelay=.1 BuildSlowdown=yes DestroyWalls=no ; ******* terrestrial driving vehicle types ******* ; SCUD launcher [V2RL] Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=4 Sight=5 Speed=7 DoubleOwned=yes Cost=700 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes ; light tank [1TNK] Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=9 DoubleOwned=yes Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes ; heavy tank [3TNK] Prerequisite=weap Primary=105mm Secondary=105mm Strength=400 Armor=heavy TechLevel=4 Sight=5 Speed=7 DoubleOwned=yes Cost=950 Points=50 ROT=5 Tracked=yes Crewed=yes ; medium tank [2TNK] Prerequisite=weap Primary=90mm Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=8 DoubleOwned=yes Cost=800 Points=40 ROT=5 Tracked=yes Crewed=yes ; Mammoth tank [4TNK] Prerequisite=weap,stek Primary=120mm Secondary=MammothTusk Strength=600 Armor=heavy TechLevel=10 Sight=6 Speed=4 DoubleOwned=yes Cost=1700 Points=60 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes ; mobile radar jammer [MRJ] Prerequisite=weap,dome Strength=110 Armor=light TechLevel=12 Sight=7 Speed=9 DoubleOwned=yes Cost=600 Points=30 ROT=5 Tracked=yes Crewed=yes ; mobile gap generator [MGG] Prerequisite=weap,atek Strength=110 Armor=light TechLevel=11 Sight=4 Speed=9 DoubleOwned=yes Cost=600 Points=40 ROT=5 Crewed=yes ; mobile artillery [ARTY] Prerequisite=weap Primary=155mm Strength=75 Armor=light TechLevel=8 Sight=5 Speed=6 DoubleOwned=yes Cost=600 Points=35 ROT=2 Tracked=yes Crewed=yes NoMovingFire=yes ; harvester [HARV] Prerequisite=weap,proc Strength=600 Armor=heavy TechLevel=1 Sight=4 Speed=6 DoubleOwned=yes,soviet Cost=1400 Points=55 ROT=5 Tracked=yes Crewed=yes SelfHealing=yes ; Mobile Construction Vehicle [MCV] Prerequisite=weap,fix Strength=600 Armor=light TechLevel=11 Sight=4 Speed=6 DoubleOwned=yes,soviet Cost=2500 Points=60 ROT=5 Crewed=yes ; Ranger (as in "Ford", not "W.W. II Commando") [JEEP] Prerequisite=weap Primary=M60mg Strength=150 Armor=light TechLevel=3 Sight=6 Speed=10 DoubleOwned=yes Cost=600 Points=20 ROT=10 Crewed=yes ; Armored Personnel Carrier [APC] Prerequisite=weap,tent Primary=M60mg Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=10 DoubleOwned=yes Cost=800 Points=25 ROT=5 Tracked=yes Passengers=5 ; mine layer [MNLY] Prerequisite=weap,fix Strength=100 Armor=heavy TechLevel=3 Sight=5 Speed=9 DoubleOwned=yes,soviet Cost=800 Points=50 ROT=5 Tracked=yes Ammo=5 ; number of mines carried Crewed=yes ; convoy truck [TRUK] Strength=110 Armor=light DoubleOwned=yes,allies TechLevel=-1 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=1 ; ******* ship types ******* ; submarine [SS] Prerequisite=spen Primary=TorpTube Strength=120 Armor=light TechLevel=5 Sight=6 Speed=6 DoubleOwned=yes Cost=950 Points=45 ROT=7 Cloakable=yes ; destroyer [DD] Prerequisite=syrd Primary=Stinger Secondary=DepthCharge Strength=400 Armor=heavy TechLevel=7 Sight=6 Speed=6 DoubleOwned=yes Cost=1000 Points=50 ROT=7 Sensors=Yes ; cruiser [CA] Prerequisite=syrd,atek Primary=8Inch Secondary=8Inch Strength=700 Armor=heavy TechLevel=10 Sight=7 Speed=4 DoubleOwned=yes Cost=2000 Points=60 ROT=5 Sensors=Yes ; transport [LST] Strength=350 Armor=heavy TechLevel=3 Sight=6 Speed=14 DoubleOwned=yes,soviet Cost=700 Points=25 ROT=10 Passengers=5 ; gun boat [PT] Prerequisite=syrd Primary=2Inch Secondary=DepthCharge Strength=200 Armor=heavy TechLevel=5 Sight=7 Speed=9 DoubleOwned=yes Cost=500 Points=30 ROT=7 Sensors=Yes ; ******* infantry types ******* ; attack dog [DOG] Prerequisite=kenn Primary=DogJaw Strength=12 ;Strength=5 Armor=none TechLevel=3 Sight=5 Speed=4 DoubleOwned=yes Cost=200 Points=5 IsCanine=yes GuardRange=7 ; rifle soldier [E1] Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 DoubleOwned=yes,soviet Cost=100 Points=5 ; grenadier [E2] Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=5 DoubleOwned=yes Cost=160 Points=10 Explodes=yes ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=3 DoubleOwned=yes Cost=300 Points=10 DoubleOwned=yes ; Flamethrower [E4] Prerequisite=stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=3 DoubleOwned=yes Cost=300 Points=15 Explodes=yes ; engineer [E6] Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 DoubleOwned=yes,allies Cost=500 Points=20 Infiltrate=yes ; spy [SPY] Prerequisite=dome Strength=25 Armor=none TechLevel=6 Sight=5 Speed=4 DoubleOwned=yes Cost=500 Points=15 Infiltrate=yes ; thief [THF] Prerequisite=atek Strength=25 Armor=none TechLevel=11 Sight=5 Speed=4 DoubleOwned=yes Cost=500 Points=10 Infiltrate=yes ; Tanya [E7] Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=100 Armor=none TechLevel=11 Sight=6 Speed=5 DoubleOwned=yes,soviet Cost=1200 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes ; field medic [MEDI] Primary=Heal Strength=80 Armor=none TechLevel=2 Sight=3 Speed=4 DoubleOwned=yes Cost=800 Points=15 ; field marshal [GNRL] Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=5 DoubleOwned=yes,soviet Cost=0 Points=15 Infiltrate=yes ; civilians [C1] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C2] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C3] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C4] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C5] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C6] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C7] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C9] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes [C10] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Fraidycat=yes ; professor Einstein [EINSTEIN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes Cost=10 Points=1 Fraidycat=yes ; special agent [DELPHI] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 Ammo=10 ; special agent [CHAN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 DoubleOwned=yes,soviet Cost=10 Points=1 ; ******* aircraft types ******* ; Badger bomber [BADR] Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 DoubleOwned=yes Cost=10 Points=20 ROT=5 Ammo=5 Passengers=5 ; spy photo-recon plane [U2] Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 DoubleOwned=yes Cost=10 Points=5 ROT=7 Ammo=1 ; snapshot film ; jet attack plane [MIG] Prerequisite=afld Primary=Maverick Secondary=Maverick Strength=50 Armor=light TechLevel=10 Sight=0 Speed=20 DoubleOwned=yes Cost=1200 Points=50 ROT=5 Ammo=3 GuardRange=30 ; prop attack plane [YAK] Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=60 Armor=light TechLevel=5 Sight=0 Speed=16 DoubleOwned=yes Cost=800 Points=25 ROT=5 Ammo=15 Crewed=yes GuardRange=30 ; transport helicopter [TRAN] Prerequisite=hpad Strength=90 Armor=light TechLevel=11 Sight=0 Speed=12 DoubleOwned=yes Cost=1200 Points=35 ROT=5 Passengers=5 ; Longbow attack helicopter [HELI] Prerequisite=hpad Primary=Hellfire Secondary=Hellfire Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=16 DoubleOwned=yes Cost=1200 Points=50 ROT=4 Ammo=6 Crewed=yes GuardRange=30 ; Hind attack helicopter [HIND] Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=12 DoubleOwned=yes Cost=1200 Points=40 ROT=4 Ammo=12 Crewed=yes GuardRange=30 ; ******* building types ******* ; Iron Curtain [IRON] Prerequisite=stek Strength=400 Armor=wood TechLevel=12 Sight=10 DoubleOwned=yes Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes ; forward command center [FCOM] Strength=400 Armor=wood TechLevel=-1 Sight=10 DoubleOwned=yes Cost=0 Points=40 Power=-200 Bib=yes Capturable=true Crewed=yes ; advanced tech center [ATEK] Prerequisite=weap,dome Strength=400 Armor=wood TechLevel=10 Sight=10 DoubleOwned=yes Cost=1500 Points=85 Power=-200 Bib=yes Capturable=true Crewed=yes ; paradox device [PDOX] Prerequisite=atek Strength=400 Armor=wood TechLevel=12 Sight=10 DoubleOwned=yes Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes ; weapons factory [WEAP] Prerequisite=proc Strength=1000 Armor=light TechLevel=3 Sight=4 DoubleOwned=yes,allies Cost=2000 Points=80 Power=-30 Bib=yes Capturable=true Crewed=yes ; ship yard [SYRD] Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 DoubleOwned=yes Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; sub pen [SPEN] Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 DoubleOwned=yes Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; pill box [PBOX] Prerequisite=tent Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=5 DoubleOwned=yes Cost=400 Points=50 Power=-15 Sensors=yes Crewed=yes ; camouflaged pill box [HBOX] Prerequisite=tent Primary=Vulcan Strength=600 Armor=wood TechLevel=3 Sight=5 DoubleOwned=yes Cost=600 Points=60 Power=-15 Sensors=yes Crewed=yes ; Tesla coil [TSLA] Prerequisite=weap Primary=TeslaZap Strength=400 Armor=heavy TechLevel=7 Sight=8 DoubleOwned=yes Cost=1500 Points=80 Power=-150 Ammo=3 Powered=true Sensors=yes Crewed=yes ; gun turret [GUN] Prerequisite=tent Primary=TurretGun Strength=400 Armor=heavy TechLevel=4 Sight=6 DoubleOwned=yes Cost=600 Points=50 Power=-40 Sensors=yes Crewed=yes ROT=12 ; anti-aircraft artillery [AGUN] Prerequisite=dome Primary=ZSU-23 Secondary=ZSU-23 Strength=400 Armor=heavy TechLevel=5 Sight=6 DoubleOwned=yes Cost=600 Points=50 Power=-50 Crewed=yes ROT=15 Powered=true ; flame turret [FTUR] Prerequisite=barr Primary=FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=6 DoubleOwned=yes Cost=600 Points=65 Power=-20 Sensors=yes Explodes=no Crewed=yes ; construction yard [FACT] Strength=1000 Armor=heavy TechLevel=-1 Sight=5 DoubleOwned=yes,soviet Cost=2500 Points=80 Power=0 Bib=yes Capturable=true Crewed=yes ; refinery [PROC] Prerequisite=powr Strength=900 Armor=wood TechLevel=1 Sight=6 DoubleOwned=yes,soviet Cost=2000 Points=80 Power=-30 Storage=2000 Bib=yes Capturable=true Crewed=yes ; storage silo [SILO] Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 DoubleOwned=yes,soviet Cost=150 Points=25 Power=-10 Storage=1500 Capturable=true ; helipad [HPAD] Prerequisite=dome Strength=800 Armor=wood TechLevel=9 Sight=5 DoubleOwned=yes,soviet Cost=1500 Points=70 Power=-10 Bib=yes Capturable=true Crewed=yes ; radar building [DOME] Prerequisite=proc Strength=1000 Armor=wood TechLevel=3 Sight=10 DoubleOwned=yes,soviet Cost=1000 Points=60 Power=-40 Bib=yes Powered=true Capturable=true Sensors=yes Crewed=yes ; gap generator [GAP] Prerequisite=atek Strength=1000 Armor=wood TechLevel=10 Sight=10 DoubleOwned=yes Cost=500 Points=35 Power=-60 Powered=true Capturable=true Crewed=yes ; Surface to Air Missile launcher [SAM] Prerequisite=dome Primary=Nike Strength=400 Armor=heavy TechLevel=9 Sight=5 DoubleOwned=yes Cost=750 Points=50 Power=-20 Crewed=yes ROT=30 ; big missile silo [MSLO] Prerequisite=stek Primary=none Strength=400 Armor=heavy TechLevel=13 Sight=5 DoubleOwned=yes,allies Cost=2500 Points=90 Power=-100 Crewed=yes ; airstrip [AFLD] Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 DoubleOwned=yes Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes ; normal power plant [POWR] Prerequisite=fact Strength=400 Armor=wood TechLevel=1 Sight=4 DoubleOwned=yes,soviet Cost=300 Points=40 Power=100 Bib=yes Capturable=true Crewed=yes ; advanced power plant [APWR] Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 DoubleOwned=yes,soviet Cost=500 Points=50 Power=200 Bib=yes Capturable=true Crewed=yes ; Soviet tech center [STEK] Prerequisite=weap,dome Strength=600 Armor=wood TechLevel=6 Sight=4 DoubleOwned=yes Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes ; hospital (obsolete?) [HOSP] Strength=400 Armor=wood TechLevel=-1 Sight=4 DoubleOwned=yes Cost= Points=20 Power=-20 Bib=yes Capturable=true Crewed=yes ; bio-research laboratory (obsolete?) [BIO] Strength=600 Armor=wood TechLevel=-1 Sight=4 DoubleOwned=yes Cost= Points=30 Power=-40 Bib=yes Crewed=yes ; Soviet barracks [BARR] Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 DoubleOwned=yes Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true ; Allied training tent [TENT] Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 DoubleOwned=yes Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true ; attack dog training facility [KENN] Prerequisite=barr Strength=400 Armor=wood TechLevel=3 Sight=4 DoubleOwned=yes Cost=200 Points=25 Power=-10 ; service depot [FIX] Prerequisite=weap Strength=800 Armor=wood TechLevel=3 Sight=5 DoubleOwned=yes,soviet Cost=1200 Points=80 Power=-30 Capturable=true Crewed=yes ; sandbag wall [SBAG] Strength=1 Armor=none TechLevel=2 Sight=0 DoubleOwned=yes Cost=25 Points=1 Repairable=false Adjacent=1 ; concrete wall [BRIK] Strength=1 Armor=none TechLevel=8 Sight=0 DoubleOwned=yes,soviet Cost=100 Points=5 Repairable=false Adjacent=1 ; wire fence [FENC] Strength=1 Armor=none TechLevel=2 Sight=0 DoubleOwned=yes Cost=25 Points=1 Repairable=false Adjacent=1 ; auxiliary decorative building [MISS] Strength=400 Points=5 Armor=wood Bib=yes Capturable=true ; chain link fence [CYCL] Strength=1 Points=1 Armor=none Cost=75 Repariable=false Adjacent=1 Sight=0 ; barb wire fence [BARB] Strength=1 Points=1 Armor=wood Cost=25 Repariable=false Adjacent=1 Sight=0 ; wood fence [WOOD] Strength=1 Points=1 Repariable=false Adjacent=1 Sight=0 ; barrels [BARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [BRL3] Strength=10 Repairable=false Adjacent=0 BaseNormal=no ; anti-vehicle mine [MINV] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no ; anti-personnel mine [MINP] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no ; fakes [FACF] Image=FACT DoubleOwned=yes TechLevel=1 Strength=30 Cost=50 Sight=4 Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [WEAF] Prerequisite=proc Image=WEAP DoubleOwned=yes TechLevel=3 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=3 Sight=4 Cost=50 DoubleOwned=yes Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [SPEF] Image=SPEN Strength=30 TechLevel=-1 Sight=4 Cost=50 DoubleOwned=yes Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [DOMF] Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=3 Cost=50 DoubleOwned=yes Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no Repariable=false [STNK] Prerequisite=weap,atek Primary=APTusk Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=10 DoubleOwned=yes Cost=800 Points=25 ROT=5 Tracked=yes Passengers=1 Cloakable=yes SelfHealing=no ; Carrier [CARR] Prerequisite=hpad,atek Strength=350 Primary=AirAssault Armor=heavy TechLevel=3 Sight=6 Speed=6 DoubleOwned=yes Cost=1200 Points=25 ROT=7 Passengers=5 ; Chrono Tank [CTNK] Prerequisite=atek Primary=APTusk Strength=350 Armor=light TechLevel=12 Sight=5 Speed=5 DoubleOwned=yes Cost=2400 Points=25 ROT=5 Tracked=yes ; Tesla Tank [TTNK] Prerequisite=tsla Primary=TTankZap Strength=110 Armor=light TechLevel=8 Sight=7 Speed=8 DoubleOwned=yes Cost=1500 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes ; Demolition Truck [DTRK] Prerequisite=mslo Primary=Democharge Strength=110 Armor=light TechLevel=13 Sight=3 Speed=8 DoubleOwned=yes Cost=2400 Points=5 ROT=5 Explodes=yes ; M.A.D. Tank [QTNK] Prerequisite=stek Primary=none Strength=300 Armor=heavy TechLevel=10 Sight=6 Speed=3 DoubleOwned=yes Cost=2300 Points=60 ROT=5 Tracked=yes Crewed=no ; Missile Submarine [MSUB] Prerequisite=stek Primary=SubSCUD Strength=150 Armor=light TechLevel=9 Sight=6 Speed=5 DoubleOwned=yes Cost=1650 Points=45 ROT=7 Cloakable=yes Inaccurate=no ; Shock Trooper [SHOK] Prerequisite=tsla Primary=PortaTesla Strength=80 Armor=none TechLevel=7 Sight=4 Speed=3 DoubleOwned=yes Cost=900 Points=15 Explodes=no NoMovingFire=yes Crushable=no ; field mechanic [MECH] Prerequisite=fix Primary=GoodWrench Strength=60 Armor=none TechLevel=7 Sight=3 Speed=4 DoubleOwned=yes Cost=950 Points=15