mission
{
	level
	{
		file = coastal_fortress
		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_fortress
	}

	upgrades
	{
		coastal_fortress_bus
		{
			description = coastal_fortress_bus
		}

		coastal_fortress_fort
		{
			description = coastal_fortress_fort
		}

		coastal_fortress_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		coastal_fortress_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		coastal_fortress_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		coastal_fortress_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		coastal_fortress_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		coastal_fortress_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		coastal_fortress_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		coastal_fortress_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		coastal_fortress_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		coastal_fortress_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		coastal_fortress_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		coastal_fortress_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		coastal_fortress_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		coastal_fortress_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		coastal_fortress_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		coastal_fortress_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

	}
	containers
	{
		container yashik97
		{
			things
			{
				con_rgp4_set
			}
		}	
	}
	player mercs
	{
		description = mercs
		briefing = mercs
		maxsquads = 4


		spawn
		{
			area south { rect = (-116.24,28.39,-119.74,119.80) angle = -1.59146 floor = 1 active = true }
			area north { rect = (-16.09,119.29,119.81,121.48) angle = -3.1591 floor = 1 active = true }
			area east { rect = (116.10,120.99,119.37,-65.99) angle = -4.68652 floor = 1 active = true }
			area defence { rect = (74.17,20.44,-16.65,89.70) angle = 0 floor = 1 active = true }
		}

		relations
		{
			neutral = dictator, butsi, marauders
			ally = client
		}
	}

	player dictator
	{
		maxsquads = 4


		spawn
		{
			area south { rect = (-122.38,28.58,-118.87,123.23) angle = -1.61226 floor = 1 active = true }
			area north { rect = (-16.84,123.63,122.34,120.10) angle = -3.09515 floor = 1 active = true }
			area east { rect = (120.14,124.16,123.89,-53.09) angle = -4.68867 floor = 1 active = true }
			area guard_0 { rect = (23.91,52.46,25.19,54.17) angle = -0.0460734 floor = 1 active = true }
			area guard_1 { rect = (4.65,57.78,7.09,59.61) angle = -0.358362 floor = 1 active = true }
			area guard_2 { rect = (4.41,41.20,6.22,42.64) angle = -0.13488 floor = 1 active = true }
			area guard_3 { rect = (0.67,39.98,2.71,41.66) angle = 1.063 floor = 1 active = true }
			area guard_4 { rect = (-55.22,91.65,-53.48,93.35) angle = -4.51771 floor = 1 active = true }
			area guard_5 { rect = (-48.27,97.08,-45.44,98.87) angle = -0.179668 floor = 1 active = true }
			area guard_6 { rect = (-27.21,93.33,-24.24,94.81) angle = -3.54416 floor = 1 active = true }
			area guard_7 { rect = (-9.28,85.64,-7.03,83.24) angle = -3.39795 floor = 1 active = true }
			area guard_8 { rect = (70.86,-40.29,73.36,-38.40) angle = -2.8912 floor = 1 active = true }
			area guard_9 { rect = (99.22,-47.18,102.38,-44.79) angle = -3.2102 floor = 1 active = true }
			area soldier_0 { rect = (13.92,-12.93,17.14,-10.16) angle = 0.596615 floor = 1 active = true }
			area soldier_1 { rect = (0.19,20.77,2.46,22.66) angle = 0 floor = 1 active = true }
			area soldier_2 { rect = (4.09,21.65,6.89,24.28) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (17.58,26.28,19.94,28.19) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (38.93,37.81,41.88,40.09) angle = -1.52288 floor = 1 active = true }
			area soldier_5 { rect = (45.58,29.73,47.70,31.60) angle = -1.78471 floor = 1 active = true }
			area soldier_6 { rect = (79.29,35.00,81.91,36.83) angle = -1.55403 floor = 1 active = true }
			area soldier_7 { rect = (60.71,84.94,62.95,86.09) angle = -2.31549 floor = 1 active = true }
			area soldier_8 { rect = (56.25,91.85,58.95,94.37) angle = -1.08964 floor = 1 active = true }
			area soldier_9 { rect = (42.18,75.90,45.02,77.24) angle = 0 floor = 1 active = true }
			area guard_10 { rect = (-15.50,-36.93,-18.48,-33.23) angle = -3.53508 floor = 1 active = true }
			area guard_11 { rect = (5.30,-12.45,8.51,-10.20) angle = -0.426062 floor = 1 active = true }
			area guard_12 { rect = (19.98,-9.52,15.15,-12.97) angle = 0.987544 floor = 1 active = true }
			area guard_13 { rect = (20.04,4.99,22.76,7.30) angle = 1.47348 floor = 1 active = true }
			area guard_14 { rect = (38.52,18.07,42.42,20.49) angle = 1.26219 floor = 1 active = true }
			area guard_15 { rect = (4.71,25.67,7.24,29.29) angle = 0.969469 floor = 1 active = true }
			area guard_16 { rect = (-25.22,27.72,-23.13,29.33) angle = 1.40744 floor = 1 active = true }
			area guard_17 { rect = (-0.44,56.37,1.33,54.18) angle = -4.06238 floor = 1 active = true }
			area guard_18 { rect = (-103.68,-20.22,-94.45,-24.88) angle = -2.72036 floor = 1 active = true }
			area guard_19 { rect = (28.47,-42.81,31.83,-40.05) angle = -2.75528 floor = 1 active = true }
			area soldier_10 { rect = (71.09,-23.41,76.06,-26.48) angle = 1.06692 floor = 1 active = true }
			area soldier_11 { rect = (88.06,-21.29,92.19,-24.09) angle = -0.479111 floor = 1 active = true }
			area soldier_12 { rect = (80.09,-44.70,83.31,-41.98) angle = -3.11655 floor = 1 active = true }
			area soldier_13 { rect = (25.18,39.74,27.65,41.90) angle = -2.19904 floor = 1 active = true }
			area soldier_14 { rect = (-16.13,71.35,-11.84,69.30) angle = 0 floor = 1 active = true }
			area soldier_15 { rect = (-17.75,49.80,-15.55,50.88) angle = -1.9377 floor = 1 active = true }
			area soldier_16 { rect = (-20.21,41.15,-18.09,42.79) angle = -1.85582 floor = 1 active = true }
			area soldier_17 { rect = (-15.35,45.31,-13.27,47.39) angle = -2.00955 floor = 1 active = true }
			area soldier_18 { rect = (-11.69,33.06,-9.12,35.00) angle = -3.02018 floor = 1 active = true }
			area soldier_19 { rect = (-64.74,54.60,-61.71,56.81) angle = -4.70568 floor = 1 active = true }
			area sniper_0 { rect = (-57.76,78.76,-53.82,81.95) angle = 1.34893 floor = 1 active = true }
			area sniper_1 { rect = (-41.31,98.20,-37.82,95.80) angle = -4.50882 floor = 1 active = true }
			area sniper_2 { rect = (-67.00,52.28,-63.81,55.22) angle = 1.51319 floor = 1 active = true }
			area sniper_3 { rect = (-25.55,62.67,-23.79,64.48) angle = 0 floor = 1 active = true }
			area sniper_4 { rect = (48.55,52.34,50.67,54.28) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (53.58,-15.82,57.17,-13.33) angle = -1.68767 floor = 1 active = true }
			area sniper_6 { rect = (102.44,24.71,98.22,27.67) angle = 0 floor = 1 active = true }
			area sniper_7 { rect = (46.01,43.02,47.57,44.86) angle = 0 floor = 1 active = true }
			area sniper_8 { rect = (74.36,46.27,75.95,48.09) angle = 0 floor = 1 active = true }
			area sniper_9 { rect = (-87.01,-20.95,-83.18,-18.05) angle = -3.23766 floor = 1 active = true }
			area leader_0 { rect = (11.53,-24.34,14.51,-20.54) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (16.89,-24.41,20.37,-21.26) angle = 0 floor = 1 active = true }
			area leader_2 { rect = (20.90,30.79,19.71,31.84) angle = 1.35912 floor = 1 active = true }
			area leader_3 { rect = (20.10,41.56,21.56,43.56) angle = -4.36545 floor = 1 active = true }
			area leader_4 { rect = (30.53,40.22,32.82,42.00) angle = -2.45459 floor = 1 active = true }
			area leader_5 { rect = (1.44,24.20,3.40,25.81) angle = 1.33624 floor = 1 active = true }
			area leader_6 { rect = (-23.98,8.73,-20.09,11.32) angle = 0 floor = 1 active = true }
			area leader_7 { rect = (17.26,68.93,20.03,71.05) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (45.43,61.86,48.19,64.26) angle = 0 floor = 1 active = true }
			area leader_9 { rect = (62.28,62.44,65.04,64.21) angle = 0 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
			enemy = client, butsi, marauders
		}
	}

	player client
	{
		maxsquads = 10

		spawn
		{
			area south { rect = (-122.38,28.58,-118.87,123.23) angle = -1.61226 floor = 1 active = true }
			area north { rect = (-16.84,123.63,122.34,120.10) angle = -3.09515 floor = 1 active = true }
			area east { rect = (120.14,124.16,123.89,-53.09) angle = -4.68867 floor = 1 active = true }
			area guard_0 { rect = (23.91,52.46,25.19,54.17) angle = -0.0460734 floor = 1 active = true }
			area guard_1 { rect = (4.65,57.78,7.09,59.61) angle = -0.358362 floor = 1 active = true }
			area guard_2 { rect = (4.41,41.20,6.22,42.64) angle = -0.13488 floor = 1 active = true }
			area guard_3 { rect = (0.67,39.98,2.71,41.66) angle = 1.063 floor = 1 active = true }
			area guard_4 { rect = (-55.22,91.65,-53.48,93.35) angle = -4.51771 floor = 1 active = true }
			area guard_5 { rect = (-48.27,97.08,-45.44,98.87) angle = -0.179668 floor = 1 active = true }
			area guard_6 { rect = (-27.21,93.33,-24.24,94.81) angle = -3.54416 floor = 1 active = true }
			area guard_7 { rect = (-9.28,85.64,-7.03,83.24) angle = -3.39795 floor = 1 active = true }
			area guard_8 { rect = (70.86,-40.29,73.36,-38.40) angle = -2.8912 floor = 1 active = true }
			area guard_9 { rect = (99.22,-47.18,102.38,-44.79) angle = -3.2102 floor = 1 active = true }
			area soldier_0 { rect = (13.92,-12.93,17.14,-10.16) angle = 0.596615 floor = 1 active = true }
			area soldier_1 { rect = (0.19,20.77,2.46,22.66) angle = 0 floor = 1 active = true }
			area soldier_2 { rect = (4.09,21.65,6.89,24.28) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (17.58,26.28,19.94,28.19) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (38.93,37.81,41.88,40.09) angle = -1.52288 floor = 1 active = true }
			area soldier_5 { rect = (45.58,29.73,47.70,31.60) angle = -1.78471 floor = 1 active = true }
			area soldier_6 { rect = (79.29,35.00,81.91,36.83) angle = -1.55403 floor = 1 active = true }
			area soldier_7 { rect = (60.71,84.94,62.95,86.09) angle = -2.31549 floor = 1 active = true }
			area soldier_8 { rect = (56.25,91.85,58.95,94.37) angle = -1.08964 floor = 1 active = true }
			area soldier_9 { rect = (42.18,75.90,45.02,77.24) angle = 0 floor = 1 active = true }
			area guard_10 { rect = (-15.50,-36.93,-18.48,-33.23) angle = -3.53508 floor = 1 active = true }
			area guard_11 { rect = (5.30,-12.45,8.51,-10.20) angle = -0.426062 floor = 1 active = true }
			area guard_12 { rect = (19.98,-9.52,15.15,-12.97) angle = 0.987544 floor = 1 active = true }
			area guard_13 { rect = (20.04,4.99,22.76,7.30) angle = 1.47348 floor = 1 active = true }
			area guard_14 { rect = (38.52,18.07,42.42,20.49) angle = 1.26219 floor = 1 active = true }
			area guard_15 { rect = (4.71,25.67,7.24,29.29) angle = 0.969469 floor = 1 active = true }
			area guard_16 { rect = (-25.22,27.72,-23.13,29.33) angle = 1.40744 floor = 1 active = true }
			area guard_17 { rect = (-0.44,56.37,1.33,54.18) angle = -4.06238 floor = 1 active = true }
			area guard_18 { rect = (-103.68,-20.22,-94.45,-24.88) angle = -2.72036 floor = 1 active = true }
			area guard_19 { rect = (28.47,-42.81,31.83,-40.05) angle = -2.75528 floor = 1 active = true }
			area soldier_10 { rect = (71.09,-23.41,76.06,-26.48) angle = 1.06692 floor = 1 active = true }
			area soldier_11 { rect = (88.06,-21.29,92.19,-24.09) angle = -0.479111 floor = 1 active = true }
			area soldier_12 { rect = (80.09,-44.70,83.31,-41.98) angle = -3.11655 floor = 1 active = true }
			area soldier_13 { rect = (25.18,39.74,27.65,41.90) angle = -2.19904 floor = 1 active = true }
			area soldier_14 { rect = (-16.13,71.35,-11.84,69.30) angle = 0 floor = 1 active = true }
			area soldier_15 { rect = (-17.75,49.80,-15.55,50.88) angle = -1.9377 floor = 1 active = true }
			area soldier_16 { rect = (-20.21,41.15,-18.09,42.79) angle = -1.85582 floor = 1 active = true }
			area soldier_17 { rect = (-15.35,45.31,-13.27,47.39) angle = -2.00955 floor = 1 active = true }
			area soldier_18 { rect = (-11.69,33.06,-9.12,35.00) angle = -3.02018 floor = 1 active = true }
			area soldier_19 { rect = (-64.74,54.60,-61.71,56.81) angle = -4.70568 floor = 1 active = true }
			area sniper_0 { rect = (-57.76,78.76,-53.82,81.95) angle = 1.34893 floor = 1 active = true }
			area sniper_1 { rect = (-41.31,98.20,-37.82,95.80) angle = -4.50882 floor = 1 active = true }
			area sniper_2 { rect = (-67.00,52.28,-63.81,55.22) angle = 1.51319 floor = 1 active = true }
			area sniper_3 { rect = (-25.55,62.67,-23.79,64.48) angle = 0 floor = 1 active = true }
			area sniper_4 { rect = (48.55,52.34,50.67,54.28) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (53.58,-15.82,57.17,-13.33) angle = -1.68767 floor = 1 active = true }
			area sniper_6 { rect = (102.44,24.71,98.22,27.67) angle = 0 floor = 1 active = true }
			area sniper_7 { rect = (46.01,43.02,47.57,44.86) angle = 0 floor = 1 active = true }
			area sniper_8 { rect = (74.36,46.27,75.95,48.09) angle = 0 floor = 1 active = true }
			area sniper_9 { rect = (-87.01,-20.95,-83.18,-18.05) angle = -3.23766 floor = 1 active = true }
			area leader_0 { rect = (11.53,-24.34,14.51,-20.54) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (16.89,-24.41,20.37,-21.26) angle = 0 floor = 1 active = true }
			area leader_2 { rect = (20.90,30.79,19.71,31.84) angle = 1.35912 floor = 1 active = true }
			area leader_3 { rect = (20.10,41.56,21.56,43.56) angle = -4.36545 floor = 1 active = true }
			area leader_4 { rect = (30.53,40.22,32.82,42.00) angle = -2.45459 floor = 1 active = true }
			area leader_5 { rect = (1.44,24.20,3.40,25.81) angle = 1.33624 floor = 1 active = true }
			area leader_6 { rect = (-23.98,8.73,-20.09,11.32) angle = 0 floor = 1 active = true }
			area leader_7 { rect = (17.26,68.93,20.03,71.05) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (45.43,61.86,48.19,64.26) angle = 0 floor = 1 active = true }
			area leader_9 { rect = (62.28,62.44,65.04,64.21) angle = 0 floor = 1 active = true }
		}

		relations
		{
			enemy = dictator
			neutral = butsi, marauders
			ally = mercs
		}
	}

	player butsi
	{
		maxsquads = 10

		spawn
		{
			area south { rect = (-122.38,28.58,-118.87,123.23) angle = -1.61226 floor = 1 active = true }
			area north { rect = (-16.84,123.63,122.34,120.10) angle = -3.09515 floor = 1 active = true }
			area east { rect = (120.14,124.16,123.89,-53.09) angle = -4.68867 floor = 1 active = true }
			area guard_0 { rect = (23.91,52.46,25.19,54.17) angle = -0.0460734 floor = 1 active = true }
			area guard_1 { rect = (4.65,57.78,7.09,59.61) angle = -0.358362 floor = 1 active = true }
			area guard_2 { rect = (4.41,41.20,6.22,42.64) angle = -0.13488 floor = 1 active = true }
			area guard_3 { rect = (0.67,39.98,2.71,41.66) angle = 1.063 floor = 1 active = true }
			area guard_4 { rect = (-55.22,91.65,-53.48,93.35) angle = -4.51771 floor = 1 active = true }
			area guard_5 { rect = (-48.27,97.08,-45.44,98.87) angle = -0.179668 floor = 1 active = true }
			area guard_6 { rect = (-27.21,93.33,-24.24,94.81) angle = -3.54416 floor = 1 active = true }
			area guard_7 { rect = (-9.28,85.64,-7.03,83.24) angle = -3.39795 floor = 1 active = true }
			area guard_8 { rect = (70.86,-40.29,73.36,-38.40) angle = -2.8912 floor = 1 active = true }
			area guard_9 { rect = (99.22,-47.18,102.38,-44.79) angle = -3.2102 floor = 1 active = true }
			area soldier_0 { rect = (13.92,-12.93,17.14,-10.16) angle = 0.596615 floor = 1 active = true }
			area soldier_1 { rect = (0.19,20.77,2.46,22.66) angle = 0 floor = 1 active = true }
			area soldier_2 { rect = (4.09,21.65,6.89,24.28) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (17.58,26.28,19.94,28.19) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (38.93,37.81,41.88,40.09) angle = -1.52288 floor = 1 active = true }
			area soldier_5 { rect = (45.58,29.73,47.70,31.60) angle = -1.78471 floor = 1 active = true }
			area soldier_6 { rect = (79.29,35.00,81.91,36.83) angle = -1.55403 floor = 1 active = true }
			area soldier_7 { rect = (60.71,84.94,62.95,86.09) angle = -2.31549 floor = 1 active = true }
			area soldier_8 { rect = (56.25,91.85,58.95,94.37) angle = -1.08964 floor = 1 active = true }
			area soldier_9 { rect = (42.18,75.90,45.02,77.24) angle = 0 floor = 1 active = true }
			area guard_10 { rect = (-15.50,-36.93,-18.48,-33.23) angle = -3.53508 floor = 1 active = true }
			area guard_11 { rect = (5.30,-12.45,8.51,-10.20) angle = -0.426062 floor = 1 active = true }
			area guard_12 { rect = (19.98,-9.52,15.15,-12.97) angle = 0.987544 floor = 1 active = true }
			area guard_13 { rect = (20.04,4.99,22.76,7.30) angle = 1.47348 floor = 1 active = true }
			area guard_14 { rect = (38.52,18.07,42.42,20.49) angle = 1.26219 floor = 1 active = true }
			area guard_15 { rect = (4.71,25.67,7.24,29.29) angle = 0.969469 floor = 1 active = true }
			area guard_16 { rect = (-25.22,27.72,-23.13,29.33) angle = 1.40744 floor = 1 active = true }
			area guard_17 { rect = (-0.44,56.37,1.33,54.18) angle = -4.06238 floor = 1 active = true }
			area guard_18 { rect = (-103.68,-20.22,-94.45,-24.88) angle = -2.72036 floor = 1 active = true }
			area guard_19 { rect = (28.47,-42.81,31.83,-40.05) angle = -2.75528 floor = 1 active = true }
			area soldier_10 { rect = (71.09,-23.41,76.06,-26.48) angle = 1.06692 floor = 1 active = true }
			area soldier_11 { rect = (88.06,-21.29,92.19,-24.09) angle = -0.479111 floor = 1 active = true }
			area soldier_12 { rect = (80.09,-44.70,83.31,-41.98) angle = -3.11655 floor = 1 active = true }
			area soldier_13 { rect = (25.18,39.74,27.65,41.90) angle = -2.19904 floor = 1 active = true }
			area soldier_14 { rect = (-16.13,71.35,-11.84,69.30) angle = 0 floor = 1 active = true }
			area soldier_15 { rect = (-17.75,49.80,-15.55,50.88) angle = -1.9377 floor = 1 active = true }
			area soldier_16 { rect = (-20.21,41.15,-18.09,42.79) angle = -1.85582 floor = 1 active = true }
			area soldier_17 { rect = (-15.35,45.31,-13.27,47.39) angle = -2.00955 floor = 1 active = true }
			area soldier_18 { rect = (-11.69,33.06,-9.12,35.00) angle = -3.02018 floor = 1 active = true }
			area soldier_19 { rect = (-64.74,54.60,-61.71,56.81) angle = -4.70568 floor = 1 active = true }
			area sniper_0 { rect = (-57.76,78.76,-53.82,81.95) angle = 1.34893 floor = 1 active = true }
			area sniper_1 { rect = (-41.31,98.20,-37.82,95.80) angle = -4.50882 floor = 1 active = true }
			area sniper_2 { rect = (-67.00,52.28,-63.81,55.22) angle = 1.51319 floor = 1 active = true }
			area sniper_3 { rect = (-25.55,62.67,-23.79,64.48) angle = 0 floor = 1 active = true }
			area sniper_4 { rect = (48.55,52.34,50.67,54.28) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (53.58,-15.82,57.17,-13.33) angle = -1.68767 floor = 1 active = true }
			area sniper_6 { rect = (102.44,24.71,98.22,27.67) angle = 0 floor = 1 active = true }
			area sniper_7 { rect = (46.01,43.02,47.57,44.86) angle = 0 floor = 1 active = true }
			area sniper_8 { rect = (74.36,46.27,75.95,48.09) angle = 0 floor = 1 active = true }
			area sniper_9 { rect = (-87.01,-20.95,-83.18,-18.05) angle = -3.23766 floor = 1 active = true }
			area leader_0 { rect = (11.53,-24.34,14.51,-20.54) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (16.89,-24.41,20.37,-21.26) angle = 0 floor = 1 active = true }
			area leader_2 { rect = (20.90,30.79,19.71,31.84) angle = 1.35912 floor = 1 active = true }
			area leader_3 { rect = (20.10,41.56,21.56,43.56) angle = -4.36545 floor = 1 active = true }
			area leader_4 { rect = (30.53,40.22,32.82,42.00) angle = -2.45459 floor = 1 active = true }
			area leader_5 { rect = (1.44,24.20,3.40,25.81) angle = 1.33624 floor = 1 active = true }
			area leader_6 { rect = (-23.98,8.73,-20.09,11.32) angle = 0 floor = 1 active = true }
			area leader_7 { rect = (17.26,68.93,20.03,71.05) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (45.43,61.86,48.19,64.26) angle = 0 floor = 1 active = true }
			area leader_9 { rect = (62.28,62.44,65.04,64.21) angle = 0 floor = 1 active = true }
		}

		relations
		{
			enemy = dictator
			neutral = client, marauders
			ally = mercs
		}
	}

	player marauders
	{
		maxsquads = 10

		spawn
		{
			area south { rect = (-122.38,28.58,-118.87,123.23) angle = -1.61226 floor = 1 active = true }
			area north { rect = (-16.84,123.63,122.34,120.10) angle = -3.09515 floor = 1 active = true }
			area east { rect = (120.14,124.16,123.89,-53.09) angle = -4.68867 floor = 1 active = true }
			area guard_0 { rect = (23.91,52.46,25.19,54.17) angle = -0.0460734 floor = 1 active = true }
			area guard_1 { rect = (4.65,57.78,7.09,59.61) angle = -0.358362 floor = 1 active = true }
			area guard_2 { rect = (4.41,41.20,6.22,42.64) angle = -0.13488 floor = 1 active = true }
			area guard_3 { rect = (0.67,39.98,2.71,41.66) angle = 1.063 floor = 1 active = true }
			area guard_4 { rect = (-55.22,91.65,-53.48,93.35) angle = -4.51771 floor = 1 active = true }
			area guard_5 { rect = (-48.27,97.08,-45.44,98.87) angle = -0.179668 floor = 1 active = true }
			area guard_6 { rect = (-27.21,93.33,-24.24,94.81) angle = -3.54416 floor = 1 active = true }
			area guard_7 { rect = (-9.28,85.64,-7.03,83.24) angle = -3.39795 floor = 1 active = true }
			area guard_8 { rect = (70.86,-40.29,73.36,-38.40) angle = -2.8912 floor = 1 active = true }
			area guard_9 { rect = (99.22,-47.18,102.38,-44.79) angle = -3.2102 floor = 1 active = true }
			area soldier_0 { rect = (13.92,-12.93,17.14,-10.16) angle = 0.596615 floor = 1 active = true }
			area soldier_1 { rect = (0.19,20.77,2.46,22.66) angle = 0 floor = 1 active = true }
			area soldier_2 { rect = (4.09,21.65,6.89,24.28) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (17.58,26.28,19.94,28.19) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (38.93,37.81,41.88,40.09) angle = -1.52288 floor = 1 active = true }
			area soldier_5 { rect = (45.58,29.73,47.70,31.60) angle = -1.78471 floor = 1 active = true }
			area soldier_6 { rect = (79.29,35.00,81.91,36.83) angle = -1.55403 floor = 1 active = true }
			area soldier_7 { rect = (60.71,84.94,62.95,86.09) angle = -2.31549 floor = 1 active = true }
			area soldier_8 { rect = (56.25,91.85,58.95,94.37) angle = -1.08964 floor = 1 active = true }
			area soldier_9 { rect = (42.18,75.90,45.02,77.24) angle = 0 floor = 1 active = true }
			area guard_10 { rect = (-15.50,-36.93,-18.48,-33.23) angle = -3.53508 floor = 1 active = true }
			area guard_11 { rect = (5.30,-12.45,8.51,-10.20) angle = -0.426062 floor = 1 active = true }
			area guard_12 { rect = (19.98,-9.52,15.15,-12.97) angle = 0.987544 floor = 1 active = true }
			area guard_13 { rect = (20.04,4.99,22.76,7.30) angle = 1.47348 floor = 1 active = true }
			area guard_14 { rect = (38.52,18.07,42.42,20.49) angle = 1.26219 floor = 1 active = true }
			area guard_15 { rect = (4.71,25.67,7.24,29.29) angle = 0.969469 floor = 1 active = true }
			area guard_16 { rect = (-25.22,27.72,-23.13,29.33) angle = 1.40744 floor = 1 active = true }
			area guard_17 { rect = (-0.44,56.37,1.33,54.18) angle = -4.06238 floor = 1 active = true }
			area guard_18 { rect = (-103.68,-20.22,-94.45,-24.88) angle = -2.72036 floor = 1 active = true }
			area guard_19 { rect = (28.47,-42.81,31.83,-40.05) angle = -2.75528 floor = 1 active = true }
			area soldier_10 { rect = (71.09,-23.41,76.06,-26.48) angle = 1.06692 floor = 1 active = true }
			area soldier_11 { rect = (88.06,-21.29,92.19,-24.09) angle = -0.479111 floor = 1 active = true }
			area soldier_12 { rect = (80.09,-44.70,83.31,-41.98) angle = -3.11655 floor = 1 active = true }
			area soldier_13 { rect = (25.18,39.74,27.65,41.90) angle = -2.19904 floor = 1 active = true }
			area soldier_14 { rect = (-16.13,71.35,-11.84,69.30) angle = 0 floor = 1 active = true }
			area soldier_15 { rect = (-17.75,49.80,-15.55,50.88) angle = -1.9377 floor = 1 active = true }
			area soldier_16 { rect = (-20.21,41.15,-18.09,42.79) angle = -1.85582 floor = 1 active = true }
			area soldier_17 { rect = (-15.35,45.31,-13.27,47.39) angle = -2.00955 floor = 1 active = true }
			area soldier_18 { rect = (-11.69,33.06,-9.12,35.00) angle = -3.02018 floor = 1 active = true }
			area soldier_19 { rect = (-64.74,54.60,-61.71,56.81) angle = -4.70568 floor = 1 active = true }
			area sniper_0 { rect = (-57.76,78.76,-53.82,81.95) angle = 1.34893 floor = 1 active = true }
			area sniper_1 { rect = (-41.31,98.20,-37.82,95.80) angle = -4.50882 floor = 1 active = true }
			area sniper_2 { rect = (-67.00,52.28,-63.81,55.22) angle = 1.51319 floor = 1 active = true }
			area sniper_3 { rect = (-25.55,62.67,-23.79,64.48) angle = 0 floor = 1 active = true }
			area sniper_4 { rect = (48.55,52.34,50.67,54.28) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (53.58,-15.82,57.17,-13.33) angle = -1.68767 floor = 1 active = true }
			area sniper_6 { rect = (102.44,24.71,98.22,27.67) angle = 0 floor = 1 active = true }
			area sniper_7 { rect = (46.01,43.02,47.57,44.86) angle = 0 floor = 1 active = true }
			area sniper_8 { rect = (74.36,46.27,75.95,48.09) angle = 0 floor = 1 active = true }
			area sniper_9 { rect = (-87.01,-20.95,-83.18,-18.05) angle = -3.23766 floor = 1 active = true }
			area leader_0 { rect = (11.53,-24.34,14.51,-20.54) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (16.89,-24.41,20.37,-21.26) angle = 0 floor = 1 active = true }
			area leader_2 { rect = (20.90,30.79,19.71,31.84) angle = 1.35912 floor = 1 active = true }
			area leader_3 { rect = (20.10,41.56,21.56,43.56) angle = -4.36545 floor = 1 active = true }
			area leader_4 { rect = (30.53,40.22,32.82,42.00) angle = -2.45459 floor = 1 active = true }
			area leader_5 { rect = (1.44,24.20,3.40,25.81) angle = 1.33624 floor = 1 active = true }
			area leader_6 { rect = (-23.98,8.73,-20.09,11.32) angle = 0 floor = 1 active = true }
			area leader_7 { rect = (17.26,68.93,20.03,71.05) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (45.43,61.86,48.19,64.26) angle = 0 floor = 1 active = true }
			area leader_9 { rect = (62.28,62.44,65.04,64.21) angle = 0 floor = 1 active = true }
		}

		relations
		{
			enemy = dictator
			neutral = butsi
			ally = mercs
		}
	}

	finishing
	{
	}

}
