mission
{
	level
	{
		file = bank
		land = summer
		time = brf_day
		backstage = environment\black
	}

	traits
	{
		command_points = 25000
		global_vision_coef = 0.8
		sound_theme = theme_03
		loading_screen = LoadingScreen\coastal_city
	}

	upgrades
	{
		coastal_city_brothel
		{
			description = coastal_city_brothel
		}

		coastal_city_casino
		{
			description = coastal_city_casino
		}

		coastal_city_hotel
		{
			description = coastal_city_hotel
		}

		coastal_city_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		coastal_city_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		coastal_city_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		coastal_city_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		coastal_city_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		coastal_city_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		coastal_city_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		coastal_city_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		coastal_city_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		coastal_city_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		coastal_city_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		coastal_city_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		coastal_city_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		coastal_city_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		coastal_city_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		coastal_city_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

		coastal_city_pearl
		{
			description = coastal_city_pearl
		}

		coastal_city_sea_terminal
		{
			description = coastal_city_sea_terminal
		}

		coastal_city_shop
		{
			description = coastal_city_shop
		}

		coastal_city_transport_net
		{
			description = coastal_city_transport_net
		}

	}
	containers
	{
		container shop_stuff_05
		{
			things
			{
				con_truvelo_set			}
		}

	}
	player mercs
	{
		description = mercs
		briefing = mercs
		maxsquads = 4


		spawn
		{
			area west { rect = (8.77,172.37,11.28,349.54) angle = -1.58374 floor = 1 active = true }
			area north { rect = (12.27,354.92,92.45,351.00) angle = -3.13218 floor = 1 active = true }
			area east { rect = (200.06,355.29,196.64,185.48) angle = -4.64921 floor = 1 active = true }
			area defence { rect = (71.95,234.56,167.92,320.94) angle = 0 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
		}

		relations
		{
			neutral = militia,guards,mafia,quest_npc,civilians
			ally = corp
		}
	}

	player militia
	{
		maxsquads = 4

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs,dictator,mafia,quest_npc,civilians,client
		}
	}

	player dictator
	{
		maxsquads = 10

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs,militia,mafia,quest_npc,civilians,client
		}
	}

	player mafia
	{
		maxsquads = 10

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs,dictator,militia,quest_npc,civilians,client
		}
	}

	player marauders
	{
		maxsquads = 10

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
		}
	}

	player butsi
	{
		maxsquads = 10

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs,dictator,mafia,quest_npc,civilians
			ally = mercs
		}
	}

	player client
	{
		maxsquads = 10

		spawn
		{
			area west { rect = (4.36,169.94,7.35,359.32) angle = -1.56993 floor = 1 active = true }
			area north { rect = (4.92,358.75,203.48,355.09) angle = -3.15761 floor = 1 active = true }
			area east { rect = (204.44,359.42,200.29,186.53) angle = -4.69073 floor = 1 active = true }
			area south { rect = (15.03,214.86,25.63,174.85) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (164.98,316.88,166.97,318.69) angle = -1.26885 floor = 1 active = true }
			area guard_1 { rect = (170.12,289.93,171.58,291.32) angle = -2.04952 floor = 1 active = true }
			area guard_2 { rect = (139.96,324.11,142.88,325.74) angle = 0 floor = 1 active = true }
			area guard_3 { rect = (163.62,268.19,166.87,271.76) angle = -1.89088 floor = 1 active = true }
			area guard_4 { rect = (156.18,246.35,158.44,248.77) angle = -2.52375 floor = 1 active = true }
			area guard_5 { rect = (106.36,221.19,109.33,223.31) angle = 0 floor = 1 active = true }
			area guard_6 { rect = (84.80,227.02,88.00,229.92) angle = -3.28186 floor = 1 active = true }
			area guard_7 { rect = (65.81,215.70,70.69,218.41) angle = -3.88631 floor = 1 active = true }
			area guard_8 { rect = (48.60,220.14,51.67,222.37) angle = -3.02733 floor = 1 active = true }
			area guard_9 { rect = (35.24,220.25,38.07,222.84) angle = -2.51127 floor = 1 active = true }
			area soldier_0 { rect = (134.61,256.94,136.43,255.73) angle = 1.15506 floor = 1 active = true }
			area soldier_1 { rect = (139.25,261.57,140.91,260.38) angle = 0.978356 floor = 1 active = true }
			area soldier_2 { rect = (148.94,272.88,150.70,271.45) angle = -0.954292 floor = 1 active = true }
			area soldier_3 { rect = (155.31,269.12,157.40,266.77) angle = -1.51343 floor = 1 active = true }
			area soldier_4 { rect = (155.47,282.92,157.94,280.43) angle = -1.96763 floor = 1 active = true }
			area soldier_5 { rect = (116.22,272.81,118.55,271.16) angle = -0.907078 floor = 1 active = true }
			area soldier_6 { rect = (103.09,257.45,105.50,255.55) angle = -3.16616 floor = 1 active = true }
			area soldier_7 { rect = (86.17,264.07,88.71,261.74) angle = -3.23632 floor = 1 active = true }
			area soldier_8 { rect = (79.00,239.20,80.62,236.92) angle = -3.49699 floor = 1 active = true }
			area soldier_9 { rect = (95.72,233.75,97.68,231.65) angle = -2.27941 floor = 1 active = true }
			area guard_10 { rect = (47.53,237.01,49.79,238.04) angle = 1.55412 floor = 1 active = true }
			area guard_11 { rect = (42.33,270.15,44.46,272.32) angle = -4.25439 floor = 1 active = true }
			area guard_12 { rect = (39.30,292.01,41.61,294.34) angle = 1.5219 floor = 1 active = true }
			area guard_13 { rect = (38.90,301.59,41.38,302.94) angle = 1.29718 floor = 1 active = true }
			area guard_14 { rect = (53.75,326.60,55.98,328.02) angle = 1.02241 floor = 1 active = true }
			area guard_15 { rect = (59.66,331.79,61.72,333.39) angle = 0 floor = 1 active = true }
			area guard_16 { rect = (83.20,322.33,85.54,324.15) angle = -0.8263 floor = 1 active = true }
			area guard_17 { rect = (105.92,323.47,108.79,325.48) angle = 0.673567 floor = 1 active = true }
			area guard_18 { rect = (97.29,299.88,99.52,298.01) angle = -3.30367 floor = 1 active = true }
			area guard_19 { rect = (109.30,300.45,111.63,298.52) angle = -2.37282 floor = 1 active = true }
			area soldier_10 { rect = (74.84,281.04,76.17,279.96) angle = 0 floor = 1 active = true }
			area soldier_11 { rect = (76.23,276.72,77.25,275.32) angle = 1.47335 floor = 1 active = true }
			area soldier_12 { rect = (75.81,273.20,77.00,272.07) angle = 1.07366 floor = 1 active = true }
			area soldier_13 { rect = (57.46,281.58,58.80,280.42) angle = 0.142473 floor = 1 active = true }
			area soldier_14 { rect = (60.62,280.01,61.78,278.68) angle = -1.81298 floor = 1 active = true }
			area soldier_15 { rect = (58.11,276.63,59.37,275.75) angle = -2.97886 floor = 1 active = true }
			area soldier_16 { rect = (28.97,303.38,30.33,301.89) angle = 0.945813 floor = 1 active = true }
			area soldier_17 { rect = (79.66,346.01,81.80,344.59) angle = -3.1092 floor = 1 active = true }
			area soldier_18 { rect = (103.21,350.27,105.25,349.24) angle = -3.57391 floor = 1 active = true }
			area soldier_19 { rect = (118.12,323.50,120.29,321.97) angle = 1.54961 floor = 1 active = true }
			area sniper_0 { rect = (75.65,321.91,73.24,320.50) angle = 0.300584 floor = 1 active = true }
			area sniper_1 { rect = (128.76,295.55,130.51,294.25) angle = -0.987787 floor = 1 active = true }
			area sniper_2 { rect = (126.39,308.04,127.79,306.71) angle = -1.56202 floor = 1 active = true }
			area sniper_3 { rect = (164.07,287.15,165.61,285.77) angle = -1.03174 floor = 1 active = true }
			area sniper_4 { rect = (160.44,242.69,163.38,240.22) angle = -1.11525 floor = 1 active = true }
			area sniper_5 { rect = (126.87,211.71,130.13,209.11) angle = -2.72431 floor = 1 active = true }
			area sniper_6 { rect = (32.31,202.77,33.35,200.58) angle = -2.53965 floor = 1 active = true }
			area sniper_7 { rect = (33.33,229.87,36.32,226.96) angle = 1.16126 floor = 1 active = true }
			area sniper_8 { rect = (55.15,256.91,57.78,254.21) angle = -4.47114 floor = 1 active = true }
			area sniper_9 { rect = (67.33,299.58,69.55,296.14) angle = 1.52927 floor = 1 active = true }
			area leader_0 { rect = (104.11,299.86,105.90,298.61) angle = -3.20675 floor = 1 active = true }
			area leader_1 { rect = (115.81,299.25,118.07,297.78) angle = -2.39195 floor = 1 active = true }
			area leader_2 { rect = (136.89,270.92,138.74,269.23) angle = -2.77501 floor = 1 active = true }
			area leader_3 { rect = (146.37,256.39,148.06,254.84) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (144.85,241.98,145.97,240.68) angle = -1.61849 floor = 1 active = true }
			area leader_5 { rect = (129.09,247.10,130.02,246.20) angle = -0.673512 floor = 1 active = true }
			area leader_6 { rect = (121.21,229.89,123.08,227.91) angle = -1.79792 floor = 1 active = true }
			area leader_7 { rect = (65.84,259.69,68.93,256.60) angle = 1.21199 floor = 1 active = true }
			area leader_8 { rect = (53.12,225.26,55.79,223.00) angle = -4.66575 floor = 1 active = true }
			area leader_9 { rect = (48.52,301.36,51.47,298.38) angle = 1.55381 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs,dictator,mafia,quest_npc,civilians
			ally = mercs
		}
	}

	player quest_npc
	{
		maxsquads = 10


		reinforcement sia	{ desc = civilian_b_female_01 spawn { pose = stand origin = (112.33, 191.24) angle = -4.55172 floor = 1 } specialization = civilian dialog = sia_speech behavior = free }
		reinforcement villian_1	{ desc = civilian_b_female_06 spawn { pose = stand origin = (103.07, 243.76) angle = -1.30999 floor = 1 } specialization = civilian behavior = free }
		reinforcement villian_2	{ desc = civilian_b_female_03 spawn { pose = stand origin = (99.34, 241.90) angle = -0.369139 floor = 1 } specialization = civilian behavior = free }
		reinforcement dict_agent_01	{ desc = civilian_b_male_08 spawn { pose = stand origin = (123.07, 341.00) angle = -4.37114e-08 floor = 1 } specialization = civilian dialog = betray_01 behavior = free }
		reinforcement dict_agent_02	{ desc = civilian_b_male_01 spawn { pose = stand origin = (112.26, 350.69) angle = -3.53863 floor = 1 } specialization = soldier dialog = betray_02 behavior = free }

		spawn
		{
		}

		relations
		{
			neutral = militia,dictator,mafia,civilians,mercs,client
		}
	}

	player civilians
	{
		maxsquads = 10

		person civilians_1	{ desc = civilian_b_female_01 spawn { pose = stand origin = (151.38, 259.94) angle = -1.13278 floor = 1 } specialization = civilian behavior = free }
		person civilians_2	{ desc = civilian_b_male_09 spawn { pose = stand origin = (154.34, 249.88) angle = -1.66172 floor = 1 } specialization = civilian behavior = free }
		person civilians_3	{ desc = civilian_b_male_07 spawn { pose = stand origin = (134.27, 248.31) angle = -3.82577 floor = 1 } specialization = civilian behavior = free }
		person civilians_4	{ desc = civilian_b_male_05 spawn { pose = stand origin = (169.74, 205.38) angle = -4.37114e-08 floor = 1 } specialization = civilian behavior = free }
		person civilians_5	{ desc = civilian_b_male_05 spawn { pose = stand origin = (156.30, 204.95) angle = -3.90535 floor = 1 } specialization = civilian behavior = free }
		person civilians_6	{ desc = civilian_b_male_04 spawn { pose = stand origin = (108.87, 210.68) angle = -8.74228e-08 floor = 1 } specialization = civilian behavior = free }
		person civilians_7	{ desc = civilian_b_female_01 spawn { pose = stand origin = (73.82, 244.42) angle = -1.20884 floor = 1 } specialization = civilian behavior = free }
		person civilians_8	{ desc = civilian_b_male_06 spawn { pose = stand origin = (65.34, 273.08) angle = -8.74228e-08 floor = 1 } specialization = civilian behavior = free }

		spawn
		{
		}

		relations
		{
			neutral = mercs,dictator,mafia,quest_npc,miliita,client
		}
	}

	finishing
	{
	}

}
