[C1] Sight=100 Primary=Pistol Strength=100 Armor=heavy Fraidycat=yes Ammo=1 [C2] Sight=100 Primary=Vulcan Strength=100 Armor=heavy Fraidycat=yes [C6] Sight=100 Primary=Flamer Strength=100 Armor=heavy Fraidycat=yes Owner=allies TechLevel=-1 Cost=50 [C7] Primary=TeslaZap Sight=6 Strength=100 Fraidycat=yes Armor=heavy NoMovingFire=yes [C9] Sight=100 Primary=Grenade Strength=50 Armor=light Fraidycat=yes Owner=allies TechLevel=-1 Cost=50 [Pistol] Warhead=nuke Range=2.0 Ammo=1 [V01] Strength=5000 Points=5 Armor=heavy Repairable=true Capturable=false [V02] Strength=5000 Points=5 Armor=heavy Repairable=true [V03] Strength=5000 Points=5 Armor=heavy Repairable=true [V04] Strength=5000 Points=5 Armor=heavy Repairable=true [V05] Strength=5000 Points=5 Armor=heavy Repairable=true [V06] Strength=5000 Points=5 Armor=heavy Repairable=true [V07] Strength=5000 Points=5 Armor=heavy Repairable=true [V08] Strength=5000 Points=5 Armor=heavy Repairable=true [V09] Strength=5000 Points=5 Armor=heavy Repairable=true [V10] Strength=5000 Points=5 Armor=heavy Repairable=true [V11] Strength=5000 Points=5 Armor=heavy Repairable=true [V12] Strength=5000 Points=5 Armor=heavy Repairable=true [V13] Strength=5000 Points=5 Armor=heavy Repairable=true [V14] Strength=5000 Points=5 Armor=heavy Repairable=true [V15] Strength=5000 Points=5 Armor=heavy Repairable=true [V16] Strength=5000 Points=5 Armor=heavy Repairable=true [V17] Strength=5000 Points=5 Armor=heavy Repairable=true [V18] Strength=5000 Points=5 Armor=heavy Repairable=true [V19] Strength=5000 Points=5 Armor=heavy Repairable=true [V20] Strength=5000 Points=5 Armor=heavy Repairable=true [V21] Strength=5000 Points=5 Armor=heavy Repairable=true [V22] Strength=5000 Points=5 Armor=heavy Repairable=true [V23] Strength=5000 Points=5 Armor=heavy Repairable=true [V24] Strength=5000 Points=5 Armor=heavy Repairable=true [V25] Strength=5000 Points=5 Armor=heavy Repairable=true [V26] Strength=5000 Points=5 Armor=heavy Repairable=true [V27] Strength=5000 Points=5 Armor=heavy Repairable=true [V28] Strength=5000 Points=5 Armor=heavy Repairable=true [V29] Strength=5000 Points=5 Armor=heavy Repairable=true [V30] Strength=5000 Points=5 Armor=heavy Repairable=true [V31] Strength=5000 Points=5 Armor=heavy Repairable=true [V32] Strength=5000 Points=5 Armor=heavy Repairable=true [V33] Strength=5000 Points=5 Armor=heavy Repairable=true [V34] Strength=5000 Points=5 Armor=heavy Repairable=true [V35] Points=5 Armor=heavy Repairable=true [V36] Strength=5000 Points=5 Armor=heavy Repairable=true [V37] Strength=5000 Points=5 Armor=heavy Repairable=true [Basic] Name=The Hills Are Restless (Mega 8 players) Intro= Brief= Win= Lose= Action= Player=Greece Theme=No theme CarryOverMoney=0 ToCarryOver=no ToInherit=no TimerInherit=no CivEvac=no NewINIFormat=3 CarryOverCap=0 EndOfGame=no NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no Official=yes FillSilos=no TruckCrate=no Percent=0 [Spain] TechLevel=15 [Greece] TechLevel=15 [USSR] TechLevel=15 [England] TechLevel=15 [Ukraine] TechLevel=15 [Germany] TechLevel=15 [France] TechLevel=15 [Turkey] TechLevel=15 [GoodGuy] TechLevel=15 [BadGuy] Credits=200 TechLevel=15 IQ=2 [Neutral] TechLevel=15 [Special] TechLevel=15 [TeamTypes] civ1=9,0,7,0,0,52,-1,1,C1:1,1,0:1 civ2=9,0,7,0,0,53,-1,4,C3:1,C6:1,C7:1,C8:1,1,0:1 civ3=9,0,7,0,0,54,-1,5,C1:1,C2:1,C3:1,C4:1,C5:1,1,0:1 civ4=9,0,7,0,0,55,-1,4,C3:1,C6:1,C7:1,C8:1,1,0:1 civ5=9,0,7,0,0,56,-1,3,C2:1,C6:1,C7:1,1,0:1 civ6=9,0,7,0,0,57,-1,2,C1:1,C2:1,1,0:1 civ7=9,0,7,0,0,58,-1,1,C5:1,1,0:1 civ8=9,0,7,0,0,59,-1,2,C1:1,C2:1,1,0:1 civ9=9,0,7,0,0,60,-1,3,C5:1,C6:1,C7:1,1,0:1 civ10=9,0,7,0,0,61,-1,2,C5:1,C6:1,1,0:1 civ11=9,0,7,0,0,62,-1,3,C1:1,C2:1,C3:1,1,0:1 [Trigs] civ=2,9,0,1,13,-1,50,0,-1,0,7,0,-1,-1,7,10,-1,1 civ1=2,9,0,1,13,-1,100,27,-1,1,7,1,-1,-1,7,2,-1,-1 civ2=2,9,0,1,13,-1,150,27,-1,1,7,3,-1,-1,7,4,-1,-1 civ3=2,9,0,1,13,-1,200,27,-1,1,7,5,-1,-1,7,6,-1,-1 civ4=2,9,0,1,13,-1,250,27,-1,1,7,7,-1,-1,7,8,-1,-1 civ5=2,9,0,1,13,-1,300,27,-1,1,7,9,-1,-1,7,10,-1,-1 [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=1425 1=14989 2=14704 3=1651 4=6154 5=5872 6=3639 7=14775 52=9007 53=9145 54=10295 55=9653 56=9132 57=10158 58=9647 59=9140 60=9912 61=9792 62=9660 98=8517 [MapPack] 1=kwQAIIH//gEB/4EA4gIB0foAzfYA6fwA/oYAAO/+AM9AAc00Av6sAADrTgLb5gD/sgBMAv 2=9CAPwCy0gCEAiDmgCZAAKBmAACgZcAAoGW7M8DMD7fXgTx9ADR8gPLwATjwATVPAGBpAAC 3=gZpAwnEAEALPfgSBpQACy3kFyUoFEDSBm8o/BIGa0GEFEDLtXgTZ7gTlvgTNRAPNQgXLUQ 4=YxAhEMERQQ3hAk13YFUDZRAIOVAJUgGBBGy3YGMQAwXP2+BevSBs8+BIT//5MAEALTTQfP 5=ZAaBoSACyXsHgZQAAtHuBlEAEEbLrAaBkAACUFzPqAb92AbdCgbpOAfPYwjRdgfdAAeBnS 6=ACzbAHcWThygfRLAHxAgjPNAXRiAfZWwmBnwAC6/IGy6oIz0gIgacAAt3KCOfuCDLo4x4J 7=44QI2WoJ4QoGgZ4AAnAB9bgJ7/AG0f4KzTgK7b4EzaoI74YKgZIAAt1mC/9GANwG0/4L+z 8=4BzcwLgY4AAttKDIX//6IAotKtC3WQcFbPNgr96ADdpAQQwuMQB8+mCzEA3x4NcQDJuAow 9=VIGoAAKBpgAC2yoD1+4M1ygC4yAN+0gN0bgL2RQMz7gKMQDt1g3/QgDcAOtCCDBMz8wLgZ 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127=1sgUzFYYP4ZyDh0OUO4AGijGXzE9RdAaCnFK00weypge1r0TIg4NDhHlMWxZWAANAJgxI8 128=+2E8IjCR3Uz1Qb0Mwe16ERw1ANghwdL68Q8oEOxD8IHrYAmMTJDc0pHjNtSYDTkw7K5BnW 129=IxIwgCACiA4PDxAREgAAgCoHACCHAAABAgMBAAAChAEcHQwACEABYAkQAYMDBAUQIoUCAw 130=ICA2AVMDUAFIEDEC2CAQLJHQDVVQAAJiAyhwIDEhMUFRYgZiCAgwACAwBHggEBUF/ILwBA 131=OQA0MIZAfDBHEBSBBQAtyVIAyhgAyt8AMEJwwDBmAICBAgABAICBAxCKys0AQAdQfBBzIK 132=0g9UCNQQtQOlES0FkBgwYHCAAaIEwgcCAnyFQBgQFggFEAYBphAsmgACBrMHLKlwAREtRZ 133=AIcCAwgJCgsFAIqBCWA+EBcAAREJyg8BcEXLqgFREcjRAchHAdbOAIIDBABpiAwNDg8QAQ 134=ELAAhCNEEAMdjNjwHgngKBBVGRyiwCz7ACMiYieAJpgxESE0DDADyBABH/ApvIjAGCAQLJ 135=VwLX0wDT2QHNJQODAQIEAXOBAQF2hRgZGhscAICDFhcYAA4guwAEEHwg/lA6AJxxjOmWAl 136=DSzeAAAfYwmcvwAzOUIl8zg4ELyJ8B6RwDyiYEzVUDAOqCDA1B69DxAyF6Q4OBCEDrysYC 137=4KUDdIDPxAIDLIEEcA3UcgQkxQIB0r4EzlUD0d0A1UsEE23U6ARAgBBpALMhH9E+Bc3UBN 138=+1BMm8BYMKCwzJvQXQcgUAexC1y4wFyscFyxoG6zUFJfbc6AUgfcsMBcpHBtlSAM5DBMyl 139=BQA8A37XaQVFAhbdyQ8Gy0QB3CcFzKcFyigGAf8VdFTi03IGA30QAcqaA8nUBtynBcsoBt 140=CnBoIOD0bDyfAHMDUwgCABgQPJDwXLwwfaKQfaRwYgAYISEyb9GABghATkAH4ggCZ8GADL 141=VghwWFCIeAHIuAjOxgbSMQiCCgsATwADggUGMP0zlxH5AftBgM6oB8wPB0fdV31hpMkQBd 142=YoCIEOAHIAAwOQgQ0Q/QWSNrs4ggEBEAXXOQcnhYIABAdygQIEzwBnAthJhuDICHiAJv0V 143=kyA5EP0V+yD+yS4A0hUFUW7LLgnJVQHaKAYkCoIBAwb9EP3KMAFzEdQ6CGFuOQpRCYEBAA 144=nI1QHapwZDA4IDABrrYIAw1zECzxAJyx8HAXQQfMh1B0EQ4iAHQYA7Mcl6CtVIC9ScB0Gv 145=RDExjOKhB0GAO8nJewsz/yYG1RMJI7xQASItEfoCulrJ30wKYYAh8DluIdVyAcvRC8jQCw 146=A80NALIbvIxAvbpwZRgDJHMYgz/zt+zg0LyVAMEAxhAGEIHQITAHSg3dILEy8gdkRuGXoo 147=hc9PCcnPDBEAEXjKcwcgxBBKUCnYUgFgUBHmcIAlFEUEFAnXEwkQqMi1CyBAPhJDB2x91d 148=ENAYAZbRJ5LW4QPDUUM44hUdSUCRC8EQAQP3F9FDERAcwPDslSDsweDiEvKW0wNjFIEdwd 149=/syICstFDCCeyC8OQfrUzwwSr3UpIEohbH27YIAInxMDMZXICwvLxAzLXg8xMM0nAtCaAI 150=IAASEOES4hbHa4YIAYny8AKQbKmw7IIA8wbEBNMEAQNcjDD8tzB2CbDUxlLTFuEcjI+g+B 151=AQ4VXowoEsjHC0NZEE3MVwYkxs0vAFWQzRAMN/M8gAuRd7tAmSBORv8h6F/b1FEMJI/JvR 152=Bh1lFtyg8GYlUQCCFuyvkQAZpBdzAlVupkAs6OCjLMdHkxbSAmCu5i+0FzctFQ71UGQBII 153=kzNRMYYgdsvWDs0/CyEBdHnLjQ13qM1TDkn5gQYTbsj8EYEQCJM4SstFEkX0yawKxEIAQA 154=Nj5MusEAHlzTcCyGkSMvAwvUKbCJNAgDOIzasRATVQUkKIyDsRQMjLHQzKGwRAp1ABIvAs 155=FVAUMxU+BWN3x0kByZkD00IDTMzUwANipmBuw3ACcJTFdAHImA7JHBLPjQrM2RPNSRPTEA 156=1wbsPwAnASggcIwvYBWKRANQF00KgR0E0UI/PWKRRip3Buw3ADyksQwncCM9kr1NHCD8zB 157=C8tOEtgqFFRPznAHyXMVAwUHEGJxbqHMoAHRTRUqmdnSAOFpFQMFBJ3VyAswfMl2B8oeEz 158=CC3akF2vAVy1kRIM7LSAjJfxZ02EL+N8f/RQBRFtDDAlEQ0oIWMJDPGxVAIXKx6W8Wzs4W 159=IBJQ+ciKF3BMyGURyFkXz+QT13YXYAHClwPNDBjR/xdwFH/azDQYaAHYMRjOVRjo7hfIeA 160=fjBRjfohhXxMr0GMsbGdJuB9SDGPBnGN67GNDtF9YBGdWvGcjzGcurGdOYGdysGM4aGc9d 161=GMyqFtb/GdFMGN4sGtVkGMjkGM5KEOi2GNCYGOTWGM8uG2Oq1QEbz08byXAI7E4Y0BoZzX 162=kbzPEayiMbxAML1+UY1EYban3NzhvIYxHTARzJsA96R92sHMjeEce/DNooHNdNGVB2VvIG 163=3t6sHGqfYApITdxmGc//HMsyC+mkHTByELZQsgAI0podSzjT/BzeqxjpOB7TGB5wgOlsGf 164=5KAAFINv59AAH+gAAAgQCA [TERRAIN] 5404=MINE 3987=MINE 4364=MINE 6561=MINE 2529=MINE 1761=MINE 3437=MINE 3827=MINE 1327=MINE 2598=MINE 15061=MINE 13786=MINE 13005=MINE 14817=MINE 13483=MINE 13858=MINE 15132=MINE 14886=MINE 549=TC02 675=TC01 2081=TC03 1824=TC04 3333=TC04 5138=TC05 7714=TC05 12033=TC05 13869=TC05 14310=TC05 9467=TC05 9338=TC04 9340=TC03 9938=TC05 9809=TC04 8788=TC03 1768=TC03 1766=TC02 1640=TC01 2482=TC01 2611=TC02 3118=TC01 3117=T17 3246=T16 3108=T14 567=T14 838=T13 966=T12 2001=T11 979=T08 980=T10 5191=TC03 5193=TC02 5061=TC01 3272=T17 3399=T15 4911=T15 16001=TC03 15745=TC04 16002=TC05 14231=TC05 12292=TC03 12418=TC02 11296=TC02 11807=TC01 16065=TC01 15936=TC02 16066=TC02 16064=T17 15938=TC03 15531=TC05 13898=TC05 16125=TC03 15868=TC04 16123=TC03 15741=TC03 7267=TC03 7138=TC04 7009=TC03 7269=TC02 7012=TC01 7931=TC03 7802=TC04 7676=TC03 7420=TC05 2675=TC04 2802=TC02 8693=TC02 8939=TC01 9701=T17 10353=T17 12262=T16 12130=T15 12403=T14 12532=TC02 12788=TC03 12531=TC03 12787=TC03 12786=TC03 [INFANTRY] 0=BadGuy,C1,256,5301,3,Area Guard,0,None 1=BadGuy,C2,256,5815,2,Area Guard,0,None 2=BadGuy,C3,256,6197,3,Area Guard,0,None 3=BadGuy,C4,256,6710,1,Area Guard,0,None 4=BadGuy,C5,256,7091,1,Area Guard,0,None 5=BadGuy,C6,256,7479,3,Area Guard,0,None 6=BadGuy,C7,256,7858,4,Area Guard,0,None 7=BadGuy,C8,256,8119,4,Area Guard,0,None 8=BadGuy,C9,256,8242,1,Area Guard,0,None 9=BadGuy,C1,256,7197,1,Area Guard,0,None 10=BadGuy,C2,256,7579,2,Area Guard,0,None 11=BadGuy,C3,256,7839,2,Area Guard,0,None 12=BadGuy,C4,256,8353,3,Area Guard,0,None 13=BadGuy,C5,256,8475,1,Area Guard,0,None 14=BadGuy,C6,256,9122,0,Area Guard,0,None 15=BadGuy,C7,256,8989,4,Area Guard,0,None 16=BadGuy,C8,256,9759,0,Area Guard,0,None 17=BadGuy,C9,256,9892,1,Area Guard,0,None 18=BadGuy,C1,256,12580,4,Area Guard,0,None 19=BadGuy,C2,256,11942,1,Area Guard,0,None 20=BadGuy,C3,256,11554,3,Area Guard,0,None 21=BadGuy,C4,256,11048,3,Area Guard,0,None 22=BadGuy,C5,256,10530,2,Area Guard,0,None 23=BadGuy,C6,256,10662,4,Area Guard,0,None 24=BadGuy,C7,256,11429,1,Area Guard,0,None 25=BadGuy,C8,256,12195,1,Area Guard,0,None 26=BadGuy,C9,256,10916,1,Area Guard,0,None 27=BadGuy,C1,256,12108,4,Area Guard,0,None 28=BadGuy,C2,256,11466,1,Area Guard,0,None 29=BadGuy,C3,256,11086,3,Area Guard,0,None 30=BadGuy,C4,256,10697,3,Area Guard,0,None 31=BadGuy,C5,256,10320,3,Area Guard,0,None 32=BadGuy,C6,256,9803,2,Area Guard,0,None 33=BadGuy,C7,256,9554,1,Area Guard,0,None 34=BadGuy,C8,256,9035,3,Area Guard,0,None 35=BadGuy,C9,256,9422,1,Area Guard,0,None 36=BadGuy,C1,256,5586,4,Area Guard,0,None 37=BadGuy,C2,256,6096,0,Area Guard,0,None 38=BadGuy,C3,256,6483,0,Area Guard,0,None 39=BadGuy,C4,256,6735,3,Area Guard,0,None 40=BadGuy,C5,256,7248,4,Area Guard,0,None 41=BadGuy,C6,256,7888,0,Area Guard,0,None 42=BadGuy,C7,256,8140,3,Area Guard,0,None 43=BadGuy,C8,256,8783,1,Area Guard,0,None 44=BadGuy,C9,256,8651,2,Area Guard,0,None [STRUCTURES] 0=BadGuy,V01,256,9017,0,None,1,0 1=BadGuy,V02,256,9531,0,None,1,0 2=BadGuy,V03,256,9663,0,None,1,0 3=BadGuy,V04,256,9783,0,None,1,0 4=BadGuy,V05,256,10294,0,None,1,0 5=BadGuy,V06,256,9652,0,None,1,0 6=BadGuy,V07,256,9139,0,None,1,0 7=BadGuy,V08,256,9132,0,None,1,0 8=BadGuy,V09,256,9007,0,None,1,0 9=BadGuy,V10,256,9647,0,None,1,0 10=BadGuy,V11,256,10158,0,None,1,0 [Base] Player=Greece Count=0 [OverlayPack] 1=bgMAIIH//igD/4UFBggHB/55AP+GBggICAUHEAH+dQD/gwUIBgACgQUBBIQIBQYGEAOECA 2=j/BeEDBIMHBgb+QwD/AEaECAgHCAB4ggcHAIMAWIMFBv/hYgSDBQUHECv/QgDmAwB4AAKB 3=BgBRAH4QDAAK4IQEACkAgv5BAP8Q9YMHBwYAdoIG/xB6AP0ADOCFA4IGBxEy/0EAsAOCB/ 4=8R/4H/AM4QTAAD5GEEEreBBgCF/0EA5gQQxQF+APwBCYL/CAAG4TgGAi8BsuG6Bd9ABIEI 5=EH4BzgALAIICkuODBgEy/0MA4wYSSAMDgQcACYH/AFOB/wCL4TkHgQgCJuO3Bt+9B4L/Bx 6=J2EwkSBeNjBQAzAoH/QgBkBSL2AU8SejKF4mMIgQYRthO2Eb376QaB/wLIAf3rYweBBgOp 7=BS2BBxKu9+cIEHQCdCLI62UGAHsUMhK0+GIHA3ECdQGCI07regQA+gA+ArziuQXVkAgQxg 8=JLBIHrYwiBBQamFq0AgAK4++oHAMgFS+wvCQD4IQIQPCE72C0LgQURLQIv1S0JAEXsaAkU 9=fgavAT4QhSKI2GcKEqwEYgEw/0MAYwhENADRMQAA1hE/2a4DA6Ym4gHo/kgA/yUzF7oQ/B 10=GOEooA49OTDBStJzL/SQCTDBSAEVERCQSzBIUTjAAOGEnRywwyL/9EAOMHVLdSOzCHEF4T 11=EijFz3kLGV8BKxAnArr+TQD/GYYQhQQOIuTQkQsVpgLkE2YROP9IABMMyFMNAFUQfyDqzp 12=MNFiQQGAQ0Iy//SgASDWDgMYMR5wEMznoNFtYQIhMLOO7+TwD/RsMUFgEH0JYHAHgZYBEn 13=EzH/RABiB8x9CxFfOJTOHBAQFAB5AX8sZAS+GXX+TgD/APskZgJrzZkOEBkd5BKfFjkTBh 14=Cu/1EAmQ4avRCEz/sNJSkZ4ECHgQUTE/9VALADAG3QeBAZKQEZEiQVNxEv/1EAGhDcPwoA 15=ghIHE4IVEIEHA5b+bQD/EPoxnCjwIJD+dgD/HuooOv9RAJoP5rYJEhICif52AP9ICwWK/n 16=UA/xYhFQ0ULf50AP8GCC+7Fo7+dQD/OgwXif92ALADJgwlg/92AKIVAPor8/94AB8UGYwq 17=rf9SAJgO5ccQGKrR9Q/+ZgD/wicE148L/mIA/ygr/0QAYgX+nAb/gf+ARgIAIIH//soR/4 18=sGBQUHBgcFBv//B/5zAP+FCAgIBwgAfgCEgQb/cwDVEYIFCAD/gggGAHwAiRCLMJSDBQYI 19=IAr+QQD/gwcFBTFl01QSgggFAX0ABIIGCAD/AAGBCBEHhAUHBwcQk/5DAP8AUoEHAGEA3Q 20=BV0uISAP4AAwAdEQkSCxIMERKBB/1VEgFPAEmBCAFKAGAAUNMxE4EGACOBCBAdQAaBBgAH 21=EP6BBQCH9eMTMbwAzwDKAFAAWBBN1eISAHYRdRD7MYsgMQAw1rIU3ocTEDwRRQD5AAXeYx 22=Qg/RF0MooRgxC7AIb08hIQRQB3EUrjZBQA9hIGIH4CNBAOEbj05BQQv4EHAEQQ++NUEhJ5 23=EoYALwKxIjkTFIEIMz3umBKBBxJWIIIBSOJ5FRJ+EngAOgCAAn4RuwAP9OgVEnsSR+TkFR 24=R6AHcisgC4EHoBhfeQEgB9IL8QR+GqFgAmMrIRNTKGAJP3bxMTACVFEMzgLBcTfQB3ELkA 25=hzC79+IXIsIQAQFQFEjgLBgT+hN2AK8TCxCI5KgW0okYAD4Q1CIGAAzffBclpAA1EIcBhR 26=WGABPzZxcx/AHFJFEjWOAtFxJ/FwIAthP/IwD08xISPRF6E0AiVN/kGRD4I3cQtCO5Eon0 27=9BIheydXNtriKRgwrCEuEbkTvvHiEyU2ED83yCTQ4/gXFvkwNxHAI4jwZBon6DfTRf/j5R 28=oYeQH4APQ2uha38mUVM3UBf2Ba5vQbM4cz+RQP/28AVRIRNMolHP90ANUR/qcC/4H/gA== [Digest] 1=PkMn3MBH7T8QIjzyZD9/kF0U/N0= RULES.INI ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. [General] ; crates CrateMinimum=5 ; crates are normally one per human player but never below this number CrateMaximum=255 ; crates can never exceed this quantity CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=2 ; average minutes between random powerup crate regeneration UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] SoloCrateMoney=2000 ; money to give for money crate in solo play missions SilverCrate=HealBase ; solo play silver crate bonus WaterCrate=Money ; solo play water crate bonus WoodCrate=Money ; solo play wood crate bonus ; special weapons ChronoDuration=3 ; 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=25% ; 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=75% ; 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=14 ; 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=1000 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles BridgeStrength=1000 ; 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? PlayerAutoCrush=yes ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=yes ; More aggressive return fire from player controlled objects? PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage TreeTargeting=yes ; 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=28 ; 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=75 ; gem credits per 'bail' carried by a harvester GoldValue=50 ; gold credits per 'bail' carried by a harvester GrowthRate=1 ; 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=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.25 ; 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? MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV? ; ******* Theme Controls ******* ; Controls when each theme becomes available in solo play. Each ; theme identifier is given a scenario and owner. The theme will ; become available at that scenario or later and for the specified ; owner only. If no owner is specified, it is presumed to be available ; for all sides. [ThemeControl] BIGF226M=1,Soviet CRUS226M=1,Allies FAC1226M=1,Soviet HELL226M=1 FAC2226M=2,Soviet RUN1226M=2,Soviet TREN226M=3,Soviet WORK226M=3,Allies AWAIT=4 DENSE_R=5,Soviet FOGGER1A=5,Allies MUD1A=6 RADIO2=7,Soviet ROLLOUT=7,Allies SNAKE=8 TERMINAT=9,Soviet TWIN=9,Allies VECTOR1A=10 SMSH226M=11 ; ******* Multiplayer Settings ******* ; These are the multiplayer dialog default settings. Does not apply to ; Westwood chat, only to the in-game dialogs. [MultiplayerDefaults] Money=10000 MaxMoney=100000 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=12 ; nuclear missile ParaBomb=11 ; parachute bombs Paratrooper=6 ; paratroopers Saboteur=13 ; para-saboteur Sonar=9 ; sonar pulse SpyPlane=2 ; 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=32 ; 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=6 ; average delay between computer attacks AttackDelay=15 ; 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=7 ; cell radius to scan when harvesting a single patch of ore OreFarScan=50 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=4000 ; 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=2 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; 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=yes ; 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=75% ; 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=4 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=4 ; newly produced units start in guard area mode RepairSell=1 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=3 ; will scatter from incoming threats [grenades and such] ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters Harvester=2 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings ; ******* Country Statistics ******* ; Certain countries have special adjustments to their unit and building ; values. These are global values that affect ALL units and buildings owned ; by that country. This applies only to multiplayer games and skirmish mode. In ; normal game play, all values are "1.0". ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0) ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0) ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0) ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0) ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0) [England] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.1 ROF=1.0 Cost=1.0 BuildTime=1.0 [Germany] Firepower=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [France] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.1 Cost=1.0 BuildTime=1.0 [Ukraine] Firepower=1.0 Groundspeed=1.1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [USSR] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0.9 BuildTime=1.0 [Greece] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Turkey] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Spain] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 ; ******* 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 ; ******* Unit Statistics ******* ; Specifies the characteristics of the various game objects. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none) ; Cloakable = Is it equipped with a cloaking device (def=no)? ; Cost = cost to build object (in credits) ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? ; GuardRange = distance to scan for enemies to attack (def=use weapon range) ; Image = name of graphic data to use for this object (def=same as object identifier) ; Invisible = Is completely and always invisible to enemy (def=no)? ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all) ; Points = point value for scoring purposes (def=0) ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) ; Primary = primary weapon equipped with (def=none) ; Secondary = secondary weapon equipped with (def=none) ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) ; Reload = time delay between reloads (def=0) ; SelfHealing = Does the object heal automatically up to half strength (def=no)? ; Sight = sight range, in cells (def=1) ; Strength = strength (hit points) of this object ; TechLevel = tech level required to build this [-1 means can't build] (def=-1) ; Sensors = Has sensors to detect nearby cloaked objects (def=no)? ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? ; <<< applies only to infantry types >>> ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? ; Fraidycat = Is it inherently afraid and will panic easily (def=no)? ; Infiltrate = Can it enter a building like a spy or thief (def=no)? ; IsCanine = Should special case dog logic be applied to this? ; <<< applies only to moving units (not buildings) >>> ; Passengers = number of passengers it may carry (def=0) ; Speed = speed of this object [n/a for buildings] (def=0) ; <<< applies only to terrestrial driving vehicle types >>> ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? ; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)? ; NoMovingFire = The vehicle must stop before it can fire (def=no)? ; <<< applies only to building types >>> ; BaseNormal = Considered for building adjacency checks (def=yes)? ; Adjacent = distance allowed to place from other buildings (def=1) ; Bib = Should the building have an attached bib (def=no)? ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? ; Crewed = Does it contain a crew that can escape (def=no)? ; Power = power output [positive for output, negative for drain] (def=0) ; Powered = Does it require power to function (def=no)? ; Repairable = Can it be repaired (def=yes)? ; Storage = the number of credits this building can store (def=0) ; Unsellable = Cannot sell this building (even if it can be built)? ; WaterBound = Is this building placed on water only (def=no)? ; ******* terrestrial driving vehicle types ******* ; SCUD launcher [V2RL] Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=4 Sight=5 Speed=7 Owner=soviet 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 Owner=allies 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 Owner=soviet Cost=950 Points=50 ROT=5 Tracked=yes Crewed=yes ; medium tank [2TNK] Prerequisite=weap Primary=90mm Secondary=M60mg Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=8 Owner=allies 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 Owner=soviet 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 Owner=allies 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 Owner=allies Cost=600 Points=40 ROT=5 Crewed=yes ; mobile artillery [ARTY] Prerequisite=weap Primary=155mm Secondary=ZSU-23 Strength=75 Armor=light TechLevel=8 Sight=5 Speed=6 Owner=allies Cost=600 Points=35 ROT=2 Tracked=yes Crewed=yes NoMovingFire=yes ; harvester [HARV] Prerequisite=weap,proc Secondary=M1Carbine Strength=600 Armor=heavy TechLevel=1 Sight=4 Speed=6 Owner=allies,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 Owner=allies,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 Owner=allies 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 Owner=allies 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 Owner=allies,soviet Cost=800 Points=50 ROT=5 Tracked=yes Ammo=5 ; number of mines carried Crewed=yes ; convoy truck [TRUK] Strength=110 Armor=light Owner=soviet,allies TechLevel=-1 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=1 warrior ant [ANT1] Image=ANT1 Name=Warrior Ant Primary=Mandible Strength=125 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=8 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 ;fire ant [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Strength=75 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes ;scout ant [ANT3] Image=ANT3 Name=Scout Ant Primary=TeslaZap Strength=85 Armor=light TechLevel=1 Sight=3 Speed=7 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 ; ******* ship types ******* ; submarine [SS] Prerequisite=spen Primary=TorpTube Strength=120 Armor=light TechLevel=5 Sight=6 Speed=6 Owner=soviet 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 Owner=allies 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 Owner=allies Cost=2000 Points=60 ROT=5 Sensors=Yes ; transport [LST] Strength=350 Armor=heavy TechLevel=3 Sight=6 Speed=14 Owner=allies,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 Owner=allies 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 Owner=soviet Cost=200 Points=5 IsCanine=yes GuardRange=7 ; rifle soldier [E1] Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 ; grenadier [E2] Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=soviet Cost=160 Points=10 Explodes=yes ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=3 Owner=allies Cost=300 Points=10 DoubleOwned=yes ; Flamethrower [E4] Prerequisite=stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=3 Owner=soviet Cost=300 Points=15 Explodes=yes ; engineer [E6] Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes ; spy [SPY] Prerequisite=dome Strength=25 Armor=none TechLevel=6 Sight=5 Speed=4 Owner=allies Cost=500 Points=15 Infiltrate=yes ; thief [THF] Prerequisite=atek Strength=25 Armor=none TechLevel=11 Sight=5 Speed=4 Owner=allies Cost=500 Points=10 Infiltrate=yes ; Tanya [E7] Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=100 Armor=none TechLevel=11 Sight=6 Speed=5 Owner=allies,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 Owner=allies Cost=800 Points=15 ; field marshal [GNRL] Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=5 Owner=allies,soviet Cost=0 Points=15 Infiltrate=yes