[General] ; special weapons ; combat and damage ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ;TurboBoost=1.5 ;APMineDamage=1000 ;AVMineDamage=1200 ;BallisticScatter=1.0 ;BridgeStrength=1000 ;C4Delay=.03 ;Crush=2.5 ;ExpSpread=.3 ;FireSupress=1 ;HomingScatter=2.0 ;OreExplosive=no ;PlayerScatter=no ;ProneDamage=25% ;TreeTargeting=no ;Incoming=10 PlayerAutoCrush=yes PlayerReturnFire=yes ChronoDuration=3 ChronoKillCargo=yes ChronoTechLevel=12 GPSTechLevel=8 IronCurtain=.75 ParaTech=5 ParabombTech=8 SpyPlaneTech=5 BadgerBombCount=10 AtomDamage=50000 MaxDamage=50000 MinDamage=1 BailCount=1 GoldValue=11150 GemValue=11150 GrowthRate=.01 BuildSpeed=.8 BuildupTime=.06 7356=TC05 7612=TC05 7740=TC05 7868=TC05 7996=TC05 8124=TC05 8380=TC05 [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=12 WarRatio=.26 WarLimit=12 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=50 HelipadRatio=.1 HelipadLimit=20 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No PowerEmergency=90% [Base] ; ******* 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 Count=0 Player=USSR [V37] ; ******* Weapon Statistics ******* ; The weapons specified here are attached to the various combat ; units and buildings. ; Anim = animation to display as a firing effect ; Burst = number of rapid succession shots from this weapon (def=1) ; Camera = Reveals area around firer (def=no)? ; Charges = Does it have charge-up-before-firing logic (def=no)? ; Damage = the amount of damage (unattenuated) dealt with every bullet ; Projectile = projectile characteristic to use ; ROF = delay between shots [15 = 1 second at middle speed setting] ; Range = maximum cell range ; Report = sound to play when firing ; Speed = speed of projectile to target (100 is maximum) ; Warhead = warhead to attach to projectile ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)? ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? ; Tanya pistol Strength=400 Points=5 Armor=wood Repariable=false [SCUD] ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Animates = Does it animate [this means smoke puffs] (def=no)? ; Arcing = Does it have a ballistic trajectory (def=no)? ; Arm = arming delay (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; Dropping = Does it fall from a starting height (def=no)? ; Frames = number of image frames for animation purposes (def=1) ; Gigundo = Is the projectile larger than normal (def=no)? ; High = Can it fly over walls (def=no)? ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Inviso = Is the projectile invisible as it travels (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Ranged = Can it run out of fuel (def=no)? ; Rotates = Does the projectile have rotation specific imagery (def=no)? ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; Translucent = Are translucent colors used in artwork (def=no)? ; UnderWater = Does the projectile travel under water? ; invisible flight to target Damage=200 ROF=200 Range=250 Projectile=FROG Speed=55 Warhead=Nuke Report=MISSILE1 [Fireball] ; ******* Warhead Characteristics ******* ; This is what gives the "rock, paper, scissors" character to the game. ; It describes how the damage is to be applied to the target. The ; values should take into consideration the 'area of effect'. ; example: Although an armor piercing tank round would instantly ; kill a soldier IF it hit, the anti-infantry rating is still ; very low because the tank round has such a limited area of ; effect, lacks pinpoint accuracy, and acknowledges the fact that ; tanks pose little threat to infantry that take cover. ; Spread = damage spread factor [larger means greater spread] (def=1) ; [A value of 1 means the damage is halved every pixel distant from center point. ; a value of 2 means damage is halved every 2 pixels, etc.] ; Wall = Does this warhead damage concrete walls (def=no)? ; Wood = Does this warhead damage wood walls (def=no)? ; Ore = Does this warhead destroy ore (def=no)? ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- none, wood (buildings), light armor, heavy armor, concrete ; Explosion = which explosion set to use when warhead of this type impacts (def=0) ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; general multiple small arms fire Animates=yes Image=FB1 Frames=8 [V2RL] ; light tank Name=ACAB Prerequisite=weap,dome Primary=SCUD Strength=450 Armor=light TechLevel=10 Sight=12 Speed=3 Owner=soviet,allies Cost=450000 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes GuardRange=30 [1TNK] ; heavy tank Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=-1 Sight=4 Speed=9 Owner=soviet,allies Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes [3TNK] ; medium tank Prerequisite=weap Primary=105mm Secondary=M60mg Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=4 Owner=soviet,allies Cost=1150 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] ; Mammoth tank Prerequisite=weap,fcom Primary=90mm Secondary=Vulcan Strength=450 Armor=heavy TechLevel=7 Sight=5 Speed=5 Owner=allies,soviet Cost=1200 Points=40 ROT=5 Tracked=yes Crewed=yes SelfHealing=yes [4TNK] ; mobile radar jammer Prerequisite=weap,fcom Primary=Stinger Secondary=MammothTusk Strength=700 Armor=heavy TechLevel=12 Sight=6 Speed=4 Owner=soviet,allies Cost=1800 Points=60 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes [MRJ] ; mobile gap generator Prerequisite=weap,dome Strength=110 Armor=light TechLevel=12 Sight=7 Speed=9 Owner=allies,soviet Cost=600 Points=30 ROT=5 Tracked=yes Crewed=yes [MGG] ; mobile artillery Prerequisite=weap,atek Strength=110 Armor=light TechLevel=11 Sight=4 Speed=9 Owner=allies,soviet Cost=600 Points=40 ROT=5 Crewed=yes [ARTY] ; harvester Prerequisite=weap,bio Primary=155mm Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=5 Owner=allies,soviet Cost=2200 Points=35 ROT=2 Tracked=yes Crewed=yes NoMovingFire=yes [HARV] ; Mobile Construction Vehicle Prerequisite=weap,proc 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 [MCV] ; Ranger (as in "Ford", not "W.W. II Commando") Prerequisite=weap,fix Strength=600 Armor=light TechLevel=11 Sight=4 Speed=6 Owner=allies,soviet Cost=2500 Points=60 ROT=5 Crewed=yes [JEEP] ; Armored Personnel Carrier Prerequisite=weap Primary=M60mg Secondary=Stinger Strength=150 Armor=light TechLevel=3 Sight=6 Speed=13 Owner=allies,soviet Cost=800 Points=20 ROT=10 Crewed=yes [APC] ; TC05 layer Prerequisite=weap Primary=M60mg Secondary=ZSU-23 Strength=250 Armor=heavy TechLevel=5 Sight=5 Speed=15 Owner=allies,soviet Cost=1200 Points=25 ROT=5 Tracked=yes Passengers=5 [MNLY] ; convoy truck 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 Crewed=yes [TRUK] ; ******* ship types ******* ; submarine Prerequisite=weap Strength=110 Armor=light Owner=soviet,allies TechLevel=4 Sight=7 Speed=12 Cost=500 Points=35 Tracked=no ROT=5 Passengers=5 Crewed=yes [SS] ; destroyer Prerequisite=spen Primary=TorpTube Strength=120 Armor=light TechLevel=5 Sight=6 Speed=6 Owner=soviet,allies Cost=950 Points=45 ROT=7 Cloakable=yes [DD] ; cruiser Prerequisite=syrd Primary=Stinger Secondary=DepthCharge Strength=400 Armor=heavy TechLevel=7 Sight=6 Speed=6 Owner=allies,soviets Cost=1000 Points=50 ROT=7 Sensors=Yes DoubleOwned=yes [CA] ; transport Prerequisite=syrd,atek Primary=8Inch Secondary=8Inch Strength=700 Armor=heavy TechLevel=-1 Sight=7 Speed=4 Owner=soviet,allies Cost=2000 Points=60 ROT=5 Sensors=Yes [LST] ; gun boat Strength=350 Armor=heavy TechLevel=3 Sight=6 Speed=14 Owner=allies,soviet Cost=700 Points=25 ROT=10 Passengers=5 [E6] ; spy Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes [SPY] ; thief Prerequisite=dome Strength=65 Primary=Sniper Armor=none TechLevel=6 Sight=5 Speed=5 Owner=soviet,allies Cost=500 Points=15 Infiltrate=yes DoubleOwned=yes [THF] ; Tanya Prerequisite=dome Strength=35 Armor=none TechLevel=11 Sight=5 Speed=6 Owner=soviet,allies Cost=500 Points=10 Infiltrate=yes DoubleOwned=yes [E1] ; grenadier Primary=M1Carbine Strength=80 Armor=none TechLevel=1 Sight=4 Speed=6 Owner=allies,soviet Cost=220 Points=5 [E2] ; rocket soldier Primary=Grenade Strength=70 Armor=none TechLevel=1 Sight=4 Speed=7 Owner=soviet,allies Cost=260 Points=10 Explodes=yes DoubleOwned=yes [E7] ; field medic Name= Rita Cadillac Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=300 Armor=none TechLevel=11 Sight=6 Speed=5 Owner=allies,soviet Cost=1200 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes [MEDI] ; field marshal Primary=Heal Strength=180 Armor=none TechLevel=2 Sight=3 Speed=6 Owner=soviet,allies Cost=1800 Points=15 DoubleOwned=yes [E4] ; engineer Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=3 Owner=soviet,allies Cost=300 Points=15 Explodes=yes DoubleOwned=yes [GNRL] ; civilians Name=Coronel Tiririca Prerequisite=dome Primary=Vulcan Strength=300 Armor=none TechLevel=2 Sight=8 Speed=8 Owner=allies,soviet Cost=1700 Points=15 Infiltrate=no [C1] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=7 Owner=allies,soviet Cost=150 Points=1 Ammo=10 Fraidycat=no [C2] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C3] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C4] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C5] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C6] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C7] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C9] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C10] ; professor Einstein Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [EINSTEIN] ; special agent Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [DELPHI] ; special agent Primary=M60mg Strength=350 Armor=none TechLevel=-1 Sight=2 Speed=7 Owner=soviet,allies Cost=2800 Points=1 Ammo=10 [CHAN] ; ******* aircraft types ******* ; Badger bomber Strength=350 Primary=Vulcan Armor=none TechLevel=-1 Sight=2 Speed=8 Owner=soviet,allies Cost=3000 Points=1 [BADR] ; spy photo-recon plane Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=26 Owner=soviet,allies Cost=10 Points=20 ROT=5 Ammo=5 Passengers=5 [U2] ; jet attack plane Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=60 Owner=Owner=soviet,allies Cost=10 Points=5 ROT=7 Ammo=1 [MIG] ; prop attack plane Prerequisite=fcom Primary=Maverick Secondary=Maverick Strength=150 Armor=light TechLevel=8 Sight=0 Speed=17 Owner=soviet,allies Cost=6200 Points=50 ROT=5 Ammo=48 GuardRange=30 [YAK] ; transport helicopter Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=95 Armor=light TechLevel=5 Sight=0 Speed=14 Owner=soviet,allies Cost=2800 Points=25 ROT=5 Ammo=85 Crewed=yes GuardRange=30 [TRAN] ; Longbow attack helicopter Prerequisite=hpad Strength=90 Armor=light TechLevel=3 Sight=0 Speed=12 Owner=soviet,allies Cost=1200 Points=35 ROT=5 Passengers=5 [HELI] ; Hind attack helicopter Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=-1 Sight=0 Speed=16 Owner=soviet,allies Cost=2500 Points=50 ROT=4 Ammo=50 Crewed=yes GuardRange=30 [HIND] ; ******* building types ******* ; Iron Curtain Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=12 Owner=soviet,allies Cost=2500 Points=40 ROT=4 Ammo=50 Crewed=yes GuardRange=30 [IRON] ; forward command center Prerequisite=stek Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=soviet,allies Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [FCOM] ; advanced tech center Name=Centro de Comando Avançadp Prerequisite=bio Strength=400 Armor=wood TechLevel=8 Sight=10 Owner=soviet,allies Cost=7000 Points=40 Power=-45 Bib=yes Capturable=true Crewed=yes Image=STEK [ATEK] ; paradox device Name=Centro de Comando Prerequisite=weap,dome Strength=400 Armor=wood TechLevel=10 Sight=10 Owner=allies,soviet Cost=1500 Points=85 Power=-200 Bib=yes Capturable=true Crewed=yes [PDOX] ; weapons factory Prerequisite=atek Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=soviet,allies Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [WEAP] ; ship yard Name=Fabrica de Blindados Prerequisite=proc Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet,allies Cost=2000 Points=80 Power=-30 Bib=yes Capturable=true Crewed=yes [SYRD] ; sub pen Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet,allies Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no [SPEN] ; pill box Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet,allies Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no [PBOX] ; camouflaged pill box Prerequisite=powr Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=5 Owner=allies,soviet Cost=700 Points=50 Power=-15 Sensors=yes Crewed=yes [HBOX] ; Tesla coil Prerequisite=powr Primary=Vulcan Strength=600 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=900 Points=60 Power=-15 Sensors=yes Crewed=yes [TSLA] ; gun turret Prerequisite=weap Primary=TeslaZap Strength=400 Armor=heavy TechLevel=-1 Sight=8 Owner=soviet,allies Cost=1500 Points=80 Power=-150 Ammo=3 Powered=true Sensors=yes Crewed=yes [GUN] ; anti-aircraft artillery Prerequisite=powr Primary=TurretGun Strength=400 Armor=heavy TechLevel=4 Sight=6 Owner=soviet,allies Cost=2000 Points=50 Power=-40 Sensors=yes Crewed=yes ROT=12 [AGUN] ; flame turret Prerequisite=dome Primary=ZSU-23 Secondary=ZSU-23 Strength=400 Armor=heavy TechLevel=-1 Sight=6 Owner=soviet,allies Cost=600 Points=50 Power=-50 Crewed=yes ROT=15 Powered=true [FTUR] ; construction yard Prerequisite=powr Primary=FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=6 Owner=soviet,allies Cost=1200 Points=65 Power=-20 Sensors=yes Explodes=no Crewed=yes [FACT] ; refinery Strength=1000 Armor=heavy TechLevel=-1 Sight=5 Owner=allies,soviet Cost=2500 Points=80 Power=40 Bib=yes Capturable=true Crewed=yes [PROC] ; storage silo Prerequisite=powr Strength=900 Armor=wood TechLevel=1 Sight=6 Owner=allies,soviet Cost=2000 Points=80 Power=-30 Storage=5000 Bib=yes Capturable=true Crewed=yes [SILO] ; helipad Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=250 Points=25 Power=-10 Storage=300000 Capturable=true [HPAD] ; radar building Prerequisite=dome Strength=800 Armor=wood TechLevel=9 Sight=5 Owner=allies,soviet Cost=1500 Points=70 Power=-10 Bib=yes Capturable=true Crewed=no [DOME] ; gap generator Prerequisite=proc Strength=1000 Armor=wood TechLevel=3 Sight=10 Owner=allies,soviet Cost=1000 Points=60 Power=-40 Bib=yes Powered=true Capturable=true Sensors=yes Crewed=yes [GAP] ; Surface to Air Missile launcher Prerequisite=atek Strength=1000 Armor=wood TechLevel=8 Sight=15 Owner=allies,soviet Cost=1000 Points=35 Power=-60 Powered=true Capturable=true Crewed=yes [SAM] ; big missile silo Prerequisite=dome Primary=Nike Strength=400 Armor=heavy TechLevel=9 Sight=5 Owner=soviet,allies Cost=1750 Points=50 Power=-20 Crewed=yes ROT=30 [MSLO] ; airstrip Prerequisite=stek Primary=none Strength=100 Armor=heavy TechLevel=13 Sight=5 Owner=soviet,allies Cost=5500 Points=90 Power=-100 Crewed=yes [AFLD] ; normal power plant Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet,allies Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes [POWR] ; advanced power plant Prerequisite=fact Strength=400 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=300 Points=40 Power=80 Bib=yes Capturable=true Crewed=yes [APWR] ; Soviet tech center Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=190 Bib=yes Capturable=true Crewed=yes [STEK] ; hospital (obsolete?) Prerequisite=weap,dome Strength=600 Armor=wood TechLevel=-1 Sight=4 Owner=soviet,allies Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes [HOSP] ; bio-research laboratory (obsolete?) Strength=400 Armor=wood TechLevel=-1 Sight=4 Points=20 Power=-20 Owner=soviet,allies Bib=yes Capturable=true Crewed=yes [BIO] ; Soviet barracks Name=Centro de Pesquisas Strength=600 Prerequisite=atek Armor=wood TechLevel=5 Owner=soviet,allies Sight=4 Cost=4500 Points=30 Power=-40 Bib=yes Crewed=yes Image=BIO [BARR] ; Allied training tent Name=Quartel de Infantaria Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=soviet,allies Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [TENT] ; attack dog training facility Name=Quartel de Infantaria Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=soviet,allies Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [KENN] ; service depot Prerequisite=barr Strength=400 Armor=wood TechLevel=-1 Sight=4 Owner=soviet,allies Cost=200 Points=25 Power=-10 [FIX] ; sandbag wall Prerequisite=weap Strength=800 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=1200 Points=80 Power=-30 Capturable=true Crewed=yes [SBAG] ; concrete wall Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies,soviet Cost=25 Points=1 Repairable=false Adjacent=1 [BRIK] ; wire fence Strength=1 Armor=none TechLevel=8 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=1 [FENC] ; auxiliary decorative building Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet,allies Cost=25 Points=1 Repairable=false Adjacent=1 [MISS] ; chain link fence Strength=400 Points=5 Armor=wood Owner=soviet,allies Bib=yes Capturable=true [CYCL] ; barb wire fence Strength=1 Points=1 Armor=none Cost=75 Repariable=false Adjacent=1 Sight=0 [BARB] ; wood fence Strength=1 Points=1 Armor=wood Cost=25 Repariable=false Adjacent=1 Sight=0 [WOOD] ; barrels Strength=1 Points=1 Repariable=false Adjacent=1 Sight=0 [BARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [BRL3] ; anti-vehicle TC05 Strength=10 Repairable=false Adjacent=0 BaseNormal=no [MINV] ; anti-personnel TC05 Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [MINP] ; fakes Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [FACF] Image=FACT Owner=allies TechLevel=-1 Strength=30 Cost=50 Sight=4 Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [WEAF] Prerequisite=proc Image=WEAP Owner=allies TechLevel=-1 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=-1 Sight=4 Cost=50 Owner=allies Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [SPEF] Image=SPEN Strength=30 TechLevel=-1 Sight=4 Cost=50 Owner=soviet Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [DOMF] ; civilian structures Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=-1 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [V01] Strength=400 Points=5 Armor=wood Repariable=false Capturable=true [V02] Strength=400 Points=5 Armor=wood Repariable=false [V03] Strength=400 Points=5 Armor=wood Repariable=false [V04] Strength=400 Points=5 Armor=wood Repariable=false [V05] Strength=400 Points=5 Armor=wood Repariable=false [V06] Strength=400 Points=5 Armor=wood Repariable=false [V07] Strength=400 Points=5 Armor=wood Repariable=false [V08] Strength=400 Points=5 Armor=wood Repariable=false [V09] Strength=400 Points=5 Armor=wood Repariable=false [V10] Strength=400 Points=5 Armor=wood Repariable=false [V11] Strength=400 Points=5 Armor=wood Repariable=false [V12] Strength=400 Points=5 Armor=wood Repariable=false [V13] Strength=400 Points=5 Armor=wood Repariable=false [V14] Strength=400 Points=5 Armor=wood Repariable=false [V15] Strength=400 Points=5 Armor=wood Repariable=false [V16] Strength=400 Points=5 Armor=wood Repariable=false [V17] Strength=400 Points=5 Armor=wood Repariable=false [V18] Strength=400 Points=5 Armor=wood Repariable=false [V19] Strength=400 Points=5 Armor=wood Repariable=false [V20] Strength=400 Points=5 Armor=wood Repariable=false [V21] Strength=400 Points=5 Armor=wood Repariable=false [V22] Strength=400 Points=5 Armor=wood Repariable=false [V23] Strength=400 Points=5 Armor=wood Repariable=false [V24] Strength=400 Points=5 Armor=wood Repariable=false [V25] Strength=400 Points=5 Armor=wood Repariable=false [V26] Strength=400 Points=5 Armor=wood Repariable=false [V27] Strength=400 Points=5 Armor=wood Repariable=false [V28] Strength=400 Points=5 Armor=wood Repariable=false [V29] Strength=400 Points=5 Armor=wood Repariable=false [V30] Strength=400 Points=5 Armor=wood Repariable=false [V31] Strength=400 Points=5 Armor=wood Repariable=false [V32] Strength=400 Points=5 Armor=wood Repariable=false [V33] Strength=400 Points=5 Armor=wood Repariable=false [V34] Strength=400 Points=5 Armor=wood Repariable=false [V35] Strength=400 Points=5 Armor=wood Repariable=false [V36] Strength=400 Points=5 Armor=wood Repariable=false Warhead=shot [Basic] NewINIFormat=3 Intro= Brief= Win= Lose= Action= ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CarryOverMoney=10000 CarryOverCap=10000 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=USSR Name=Benis Erfolg ( no Tesla ) [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=1469 1=1601 2=15035 3=15171 4=14534 5=14657 6=1218 7=1215 98=9381 99=7740 [SA] ; high explosive (shrapnel) Spread=3 Verses=100%,50%,60%,25%,25% Explosion=2 InfDeath=1 [HE] ; armor piercing (discarding sabot, narrow effect) Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 [AP] ; napalm and fire in general Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 [Fire] ; anti-infantry rifle bullet (single shot -- very effective verses infantry) Spread=8 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 [HollowPoint] ; special case damage effect (do not use for regular weapons) Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=1 [Super] ; special case to only affect infantry (do not use for regular weapons) Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 [Organic] ; Nuclear warhead (same as fire) Spread=0 Verses=100%,0%,0%,0%,0% InfDeath=0 [Nuke] Spread=6 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=1 InfDeath=1 [LeapDog] ; straight high-speed ballistic shot Image=DOGBULLT Translucent=yes Rotates=yes Proximity=yes ROT=20 [Cannon] ; anti aircraft artillery projectile Image=120MM [Ack] ; Sub-surface projectile. Image=none Inviso=yes AA=yes AG=no [Torpedo] ; Free Rocket Over Ground UnderWater=yes Image=MISSILE Rotates=yes ASW=yes [FROG] ; small homing missile (targets vehicles best) Arm=10 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=no Image=V2 Rotates=yes [HeatSeeker] ; small missile with deadly accuracy Arm=2 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes AA=yes Image=DRAGON ROT=5 Rotates=yes Translucent=yes [LaserGuided] ; anti aircraft missile Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes Image=DRAGON ROT=20 Rotates=yes Translucent=yes [AAMissile] ; lobbed tumbling grenade Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes AG=no Image=MISSILE ROT=20 Rotates=yes Translucent=yes [Lobbed] ; Depth charge catapult High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 Translucent=yes [Catapult] ; dropped from plane tumbling object High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 ASW=yes AG=no Translucent=yes [Bomblet] ; arcing ballistic projectile Arm=24 RangeLimit=24 High=yes Dropping=yes Image=BOMBLET Frames=6 Translucent=yes [Ballistic] ; parachute bomb High=yes Arcing=yes Inaccurate=yes Image=120MM [Parachute] ;Image=PARABOMB ; Allied free radar (GPS satellite) Arm=24 RangeLimit=24 High=yes Dropping=yes Parachuted=yes [GPSSatellite] ; Nuclear missile, flying up Gigundo=yes High=yes Image=SPUTNIK Frames=4 [NukeUp] ; Nuclear missile, flying down Gigundo=yes High=yes Image=SPUTNIK Frames=4 [NukeDown] ; wizard's fireball Gigundo=yes High=yes Image=ATOMICDN Frames=1 [Basic] NewINIFormat=3 Name=benis erfolg [Map] Theater=JUNGLE X=1 Y=1 Width=126 Height=126 [MapPack] 1=HQAAIIH//gEB/4SSAJIA/vQA/1D4/wAFAgH+/Rj/gf+ADgIAIIH//gED/4IBAP74AP8w+v 2=9qAQIDgo0A42wF/mgA//9wAfwE/pAA/1EA0wIIgfj/ywAZCNUCCP8EAv4HgokA0wILyfAH 3=1QIL0TwLgZIAAuMgC+UeCzAmEFjpJgvhGgvl/grpqgv/hABSC3CE3+AL1wENcEbN1gzjAA 4=3ZWw2DkQCRYCbjUg3zJg3pqg3/HAEMDYGIAALj9g6CjwAQAv9QAFgOgpMAEALjLA+DjACM 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