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

	traits
	{
		command_points = 25000
		global_vision_coef = 0.8
		sound_theme = theme_08
		loading_screen = LoadingScreen\dam
	}

	upgrades
	{
		dam_dynamo_1
		{
			description = dam_dynamo_1
		}

		dam_dynamo_2
		{
			description = dam_dynamo_2
		}

		dam_dynamo_3
		{
			description = dam_dynamo_3
		}

		dam_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		dam_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		dam_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		dam_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		dam_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		dam_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		dam_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		dam_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		dam_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		dam_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		dam_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		dam_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		dam_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		dam_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		dam_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		dam_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

		dam_road
		{
			description = dam_road
		}

		dam_shop
		{
			description = dam_shop
		}

		dam_tourism
		{
			description = dam_tourism
		}

	}
	containers
	{
		container Village_case_06
		{
			things
			{
				con_armor2_set			}
		}

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


		spawn
		{
			area south { rect = (245.65,25.87,20.73,22.42) angle = 0 floor = 1 active = true }
			area west { rect = (23.58,22.22,20.49,286.77) angle = -1.60094 floor = 1 active = true }
			area north { rect = (22.60,288.26,87.18,282.84) angle = -3.16619 floor = 1 active = true }
			area east { rect = (243.49,291.00,239.12,24.85) angle = 1.49046 floor = 1 active = true }
			area defence { rect = (88.10,137.35,22.12,233.56) angle = 0 floor = 1 active = true }
		}

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

	player dictator
	{
		maxsquads = 1


		reinforcement patrol_1	{ desc = guard_officer_01 spawn { pose = stand origin = (201.30, 144.73) angle = -1.21264 floor = 1 } things {army_l01_officer_a_01,army_l01_officer_a_02,army_l01_officer_a_03,army_l01_officer_b_01,army_l01_officer_b_02,army_l01_officer_b_03} specialization = soldier behavior = squad_leader }
		reinforcement patrol_2	{ desc = guard_normal spawn { pose = stand origin = (198.83, 149.68) angle = -1.7815 floor = 1 } things {army_l01_heavy_a_01,army_l01_heavy_a_02,army_l01_heavy_a_03,army_l01_heavy_b_01,army_l01_heavy_b_02,army_l01_heavy_b_03} specialization = soldier behavior = squaddy }
		reinforcement patrol_3	{ desc = guard_normal_02 spawn { pose = stand origin = (71.64, 139.50) angle = -4.49728 floor = 1 } things {army_l01_soldier_a_01,army_l01_soldier_a_02,army_l01_soldier_a_03,army_l01_soldier_a_04,army_l01_soldier_a_05,army_l01_soldier_b_01,army_l01_soldier_b_02,army_l01_soldier_b_03} specialization = soldier behavior = squaddy }
		reinforcement officer_1	{ desc = guard_officer_01 spawn { pose = stand origin = (68.12, 142.56) angle = -4.60149 floor = 1 } things {army_l01_officer_a_01,army_l01_officer_a_02,army_l01_officer_a_03,army_l01_officer_b_01,army_l01_officer_b_02,army_l01_officer_b_03} specialization = soldier behavior = squad_leader(regular1) }

		spawn
		{
			area south { rect = (142.82,25.52,251.23,18.70) angle = 0 floor = 1 active = true }
			area west { rect = (18.27,19.18,22.23,254.07) angle = -1.54517 floor = 1 active = true }
			area north { rect = (83.26,289.63,17.86,294.19) angle = -3.11672 floor = 1 active = true }
			area east { rect = (249.00,292.53,244.33,85.65) angle = -4.68972 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (103.42,109.67,105.14,111.21) angle = -1.59833 floor = 1 active = true }
			area guard_2 { rect = (140.44,59.20,138.62,61.15) angle = -0.264804 floor = 1 active = true }
			area guard_3 { rect = (139.47,70.41,137.83,72.03) angle = -0.491106 floor = 1 active = true }
			area guard_4 { rect = (96.06,56.67,97.29,58.04) angle = -1.03107 floor = 1 active = true }
			area guard_5 { rect = (108.73,44.92,107.56,46.21) angle = -0.9495 floor = 1 active = true }
			area guard_6 { rect = (93.92,100.90,92.33,99.53) angle = -1.95221 floor = 1 active = true }
			area guard_7 { rect = (201.70,198.56,203.62,200.00) angle = -1.10805 floor = 1 active = true }
			area guard_8 { rect = (100.31,129.16,101.51,130.29) angle = -1.68504 floor = 1 active = true }
			area guard_9 { rect = (99.77,126.32,100.96,127.28) angle = -1.78959 floor = 1 active = true }
			area soldier_0 { rect = (69.57,240.95,72.61,246.29) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (48.27,112.26,49.75,113.47) angle = -0.380635 floor = 1 active = true }
			area soldier_2 { rect = (45.17,209.96,48.81,214.35) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (155.38,145.50,157.58,147.32) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (127.95,144.26,130.78,145.87) angle = -4.50961 floor = 1 active = true }
			area soldier_5 { rect = (179.20,144.39,180.54,145.67) angle = -3.31876 floor = 1 active = true }
			area soldier_6 { rect = (181.79,144.64,182.97,146.31) angle = -2.95367 floor = 1 active = true }
			area soldier_7 { rect = (176.30,113.28,178.72,116.01) angle = -2.93518 floor = 1 active = true }
			area soldier_8 { rect = (179.74,123.94,182.11,125.94) angle = -0.94489 floor = 1 active = true }
			area soldier_9 { rect = (191.13,75.10,195.12,78.74) angle = -4.50178 floor = 1 active = true }
			area guard_10 { rect = (213.84,105.11,217.35,108.68) angle = 1.53087 floor = 1 active = true }
			area guard_11 { rect = (62.62,194.94,64.26,196.32) angle = -4.44152 floor = 1 active = true }
			area guard_12 { rect = (32.46,175.23,33.63,177.49) angle = -4.54253 floor = 1 active = true }
			area guard_13 { rect = (33.33,192.80,35.02,194.25) angle = -4.4952 floor = 1 active = true }
			area guard_14 { rect = (43.54,207.38,45.18,209.73) angle = 0.316525 floor = 1 active = true }
			area guard_15 { rect = (79.03,221.73,80.75,223.30) angle = 0.133293 floor = 1 active = true }
			area guard_16 { rect = (80.88,194.23,83.03,196.63) angle = -1.4107 floor = 1 active = true }
			area guard_17 { rect = (61.74,75.29,63.50,77.06) angle = 0 floor = 1 active = true }
			area guard_18 { rect = (194.47,156.10,196.06,157.39) angle = -1.58138 floor = 1 active = true }
			area guard_19 { rect = (198.21,174.57,200.01,176.56) angle = -1.25012 floor = 1 active = true }
			area soldier_10 { rect = (162.92,99.95,168.23,104.29) angle = 1.56635 floor = 1 active = true }
			area soldier_11 { rect = (102.95,70.73,107.63,74.42) angle = -3.86288 floor = 1 active = true }
			area soldier_12 { rect = (80.52,102.49,82.59,106.25) angle = 1.53685 floor = 1 active = true }
			area soldier_13 { rect = (102.38,112.77,104.83,116.55) angle = -4.23439 floor = 1 active = true }
			area soldier_14 { rect = (193.62,180.96,195.15,182.04) angle = -1.72396 floor = 1 active = true }
			area soldier_15 { rect = (191.61,166.78,192.97,167.87) angle = -1.99135 floor = 1 active = true }
			area soldier_16 { rect = (191.01,151.19,192.31,151.99) angle = -1.52197 floor = 1 active = true }
			area soldier_17 { rect = (196.04,204.53,197.70,206.09) angle = -1.88988 floor = 1 active = true }
			area soldier_18 { rect = (210.23,184.92,211.99,186.49) angle = -1.56506 floor = 1 active = true }
			area soldier_19 { rect = (190.05,227.08,192.51,229.74) angle = 1.49569 floor = 1 active = true }
			area sniper_0 { rect = (203.75,200.77,205.18,201.91) angle = -2.16755 floor = 1 active = true }
			area sniper_1 { rect = (183.43,199.49,185.79,201.18) angle = -3.61942 floor = 1 active = true }
			area sniper_2 { rect = (178.28,123.62,184.87,127.27) angle = -2.22832 floor = 1 active = true }
			area sniper_3 { rect = (199.44,76.58,205.36,82.74) angle = -1.62181 floor = 1 active = true }
			area sniper_4 { rect = (147.51,145.52,153.05,143.27) angle = 0.213575 floor = 1 active = true }
			area sniper_5 { rect = (156.23,55.17,163.07,50.61) angle = 1.47275 floor = 1 active = true }
			area sniper_6 { rect = (104.71,107.99,107.10,105.16) angle = -2.84789 floor = 1 active = true }
			area sniper_7 { rect = (100.64,153.24,102.21,151.44) angle = -1.67485 floor = 1 active = true }
			area sniper_8 { rect = (84.98,168.79,88.75,166.21) angle = -1.45086 floor = 1 active = true }
			area sniper_9 { rect = (53.70,168.58,56.06,166.54) angle = -2.48206 floor = 1 active = true }
			area leader_0 { rect = (55.43,209.83,59.10,211.92) angle = 1.09977 floor = 1 active = true }
			area leader_1 { rect = (63.55,154.10,65.64,156.44) angle = -3.7135 floor = 1 active = true }
			area leader_2 { rect = (58.09,164.62,60.59,166.72) angle = -2.75473 floor = 1 active = true }
			area leader_3 { rect = (95.29,146.08,96.93,147.56) angle = -4.52724 floor = 1 active = true }
			area leader_4 { rect = (90.77,119.16,93.47,120.89) angle = -3.39653 floor = 1 active = true }
			area leader_5 { rect = (190.53,153.84,191.67,154.68) angle = -1.06936 floor = 1 active = true }
			area leader_6 { rect = (187.89,170.70,189.47,171.56) angle = -1.02336 floor = 1 active = true }
			area leader_7 { rect = (202.95,176.26,204.94,177.94) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (213.26,202.43,216.76,204.40) angle = -0.447882 floor = 1 active = true }
			area leader_9 { rect = (192.83,197.23,195.60,199.15) angle = -1.89231 floor = 1 active = true }
		}

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

	player staff
	{
		maxsquads = 1


		reinforcement manager	{ desc = dam_manager spawn { pose = stand origin = (71.17, 148.74) angle = -1.71458 floor = 1 } specialization = civilian dialog = Manager behavior = free }

		spawn
		{
		}

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

	player civilians
	{
		maxsquads = 1


		spawn
		{
		}

		relations
		{
			neutral = dictator,mercs,staff,client,butsi,marauders
		}
	}

	player client
	{
		maxsquads = 1


		spawn
		{
			area south { rect = (142.82,25.52,251.23,18.70) angle = 0 floor = 1 active = true }
			area west { rect = (18.27,19.18,22.23,254.07) angle = -1.54517 floor = 1 active = true }
			area north { rect = (83.26,289.63,17.86,294.19) angle = -3.11672 floor = 1 active = true }
			area east { rect = (249.00,292.53,244.33,85.65) angle = -4.68972 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (103.42,109.67,105.14,111.21) angle = -1.59833 floor = 1 active = true }
			area guard_2 { rect = (140.44,59.20,138.62,61.15) angle = -0.264804 floor = 1 active = true }
			area guard_3 { rect = (139.47,70.41,137.83,72.03) angle = -0.491106 floor = 1 active = true }
			area guard_4 { rect = (96.06,56.67,97.29,58.04) angle = -1.03107 floor = 1 active = true }
			area guard_5 { rect = (108.73,44.92,107.56,46.21) angle = -0.9495 floor = 1 active = true }
			area guard_6 { rect = (93.92,100.90,92.33,99.53) angle = -1.95221 floor = 1 active = true }
			area guard_7 { rect = (201.70,198.56,203.62,200.00) angle = -1.10805 floor = 1 active = true }
			area guard_8 { rect = (100.31,129.16,101.51,130.29) angle = -1.68504 floor = 1 active = true }
			area guard_9 { rect = (99.77,126.32,100.96,127.28) angle = -1.78959 floor = 1 active = true }
			area soldier_0 { rect = (69.57,240.95,72.61,246.29) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (48.27,112.26,49.75,113.47) angle = -0.380635 floor = 1 active = true }
			area soldier_2 { rect = (45.17,209.96,48.81,214.35) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (155.38,145.50,157.58,147.32) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (127.95,144.26,130.78,145.87) angle = -4.50961 floor = 1 active = true }
			area soldier_5 { rect = (179.20,144.39,180.54,145.67) angle = -3.31876 floor = 1 active = true }
			area soldier_6 { rect = (181.79,144.64,182.97,146.31) angle = -2.95367 floor = 1 active = true }
			area soldier_7 { rect = (176.30,113.28,178.72,116.01) angle = -2.93518 floor = 1 active = true }
			area soldier_8 { rect = (179.74,123.94,182.11,125.94) angle = -0.94489 floor = 1 active = true }
			area soldier_9 { rect = (191.13,75.10,195.12,78.74) angle = -4.50178 floor = 1 active = true }
			area guard_10 { rect = (213.84,105.11,217.35,108.68) angle = 1.53087 floor = 1 active = true }
			area guard_11 { rect = (62.62,194.94,64.26,196.32) angle = -4.44152 floor = 1 active = true }
			area guard_12 { rect = (32.46,175.23,33.63,177.49) angle = -4.54253 floor = 1 active = true }
			area guard_13 { rect = (33.33,192.80,35.02,194.25) angle = -4.4952 floor = 1 active = true }
			area guard_14 { rect = (43.54,207.38,45.18,209.73) angle = 0.316525 floor = 1 active = true }
			area guard_15 { rect = (79.03,221.73,80.75,223.30) angle = 0.133293 floor = 1 active = true }
			area guard_16 { rect = (80.88,194.23,83.03,196.63) angle = -1.4107 floor = 1 active = true }
			area guard_17 { rect = (61.74,75.29,63.50,77.06) angle = 0 floor = 1 active = true }
			area guard_18 { rect = (194.47,156.10,196.06,157.39) angle = -1.58138 floor = 1 active = true }
			area guard_19 { rect = (198.21,174.57,200.01,176.56) angle = -1.25012 floor = 1 active = true }
			area soldier_10 { rect = (162.92,99.95,168.23,104.29) angle = 1.56635 floor = 1 active = true }
			area soldier_11 { rect = (102.95,70.73,107.63,74.42) angle = -3.86288 floor = 1 active = true }
			area soldier_12 { rect = (80.52,102.49,82.59,106.25) angle = 1.53685 floor = 1 active = true }
			area soldier_13 { rect = (102.38,112.77,104.83,116.55) angle = -4.23439 floor = 1 active = true }
			area soldier_14 { rect = (193.62,180.96,195.15,182.04) angle = -1.72396 floor = 1 active = true }
			area soldier_15 { rect = (191.61,166.78,192.97,167.87) angle = -1.99135 floor = 1 active = true }
			area soldier_16 { rect = (191.01,151.19,192.31,151.99) angle = -1.52197 floor = 1 active = true }
			area soldier_17 { rect = (196.04,204.53,197.70,206.09) angle = -1.88988 floor = 1 active = true }
			area soldier_18 { rect = (210.23,184.92,211.99,186.49) angle = -1.56506 floor = 1 active = true }
			area soldier_19 { rect = (190.05,227.08,192.51,229.74) angle = 1.49569 floor = 1 active = true }
			area sniper_0 { rect = (203.75,200.77,205.18,201.91) angle = -2.16755 floor = 1 active = true }
			area sniper_1 { rect = (183.43,199.49,185.79,201.18) angle = -3.61942 floor = 1 active = true }
			area sniper_2 { rect = (178.28,123.62,184.87,127.27) angle = -2.22832 floor = 1 active = true }
			area sniper_3 { rect = (199.44,76.58,205.36,82.74) angle = -1.62181 floor = 1 active = true }
			area sniper_4 { rect = (147.51,145.52,153.05,143.27) angle = 0.213575 floor = 1 active = true }
			area sniper_5 { rect = (156.23,55.17,163.07,50.61) angle = 1.47275 floor = 1 active = true }
			area sniper_6 { rect = (104.01,117.12,105.54,119.28) angle = -3.41679 floor = 1 active = true }
			area sniper_7 { rect = (100.64,153.24,102.21,151.44) angle = -1.67485 floor = 1 active = true }
			area sniper_8 { rect = (84.98,168.79,88.75,166.21) angle = -1.45086 floor = 1 active = true }
			area sniper_9 { rect = (53.70,168.58,56.06,166.54) angle = -2.48206 floor = 1 active = true }
			area leader_0 { rect = (55.43,209.83,59.10,211.92) angle = 1.09977 floor = 1 active = true }
			area leader_1 { rect = (63.55,154.10,65.64,156.44) angle = -3.7135 floor = 1 active = true }
			area leader_2 { rect = (58.09,164.62,60.59,166.72) angle = -2.75473 floor = 1 active = true }
			area leader_3 { rect = (95.29,146.08,96.93,147.56) angle = -4.52724 floor = 1 active = true }
			area leader_4 { rect = (90.77,119.16,93.47,120.89) angle = -3.39653 floor = 1 active = true }
			area leader_5 { rect = (190.53,153.84,191.67,154.68) angle = -1.06936 floor = 1 active = true }
			area leader_6 { rect = (187.89,170.70,189.47,171.56) angle = -1.02336 floor = 1 active = true }
			area leader_7 { rect = (202.95,176.26,204.94,177.94) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (213.26,202.43,216.76,204.40) angle = -0.447882 floor = 1 active = true }
			area leader_9 { rect = (192.83,197.23,195.60,199.15) angle = -1.89231 floor = 1 active = true }
		}

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

	player butsi
	{
		maxsquads = 1


		spawn
		{
			area south { rect = (142.82,25.52,251.23,18.70) angle = 0 floor = 1 active = true }
			area west { rect = (18.27,19.18,22.23,254.07) angle = -1.54517 floor = 1 active = true }
			area north { rect = (83.26,289.63,17.86,294.19) angle = -3.11672 floor = 1 active = true }
			area east { rect = (249.00,292.53,244.33,85.65) angle = -4.68972 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (103.42,109.67,105.14,111.21) angle = -1.59833 floor = 1 active = true }
			area guard_2 { rect = (140.44,59.20,138.62,61.15) angle = -0.264804 floor = 1 active = true }
			area guard_3 { rect = (139.47,70.41,137.83,72.03) angle = -0.491106 floor = 1 active = true }
			area guard_4 { rect = (96.06,56.67,97.29,58.04) angle = -1.03107 floor = 1 active = true }
			area guard_5 { rect = (108.73,44.92,107.56,46.21) angle = -0.9495 floor = 1 active = true }
			area guard_6 { rect = (93.92,100.90,92.33,99.53) angle = -1.95221 floor = 1 active = true }
			area guard_7 { rect = (201.70,198.56,203.62,200.00) angle = -1.10805 floor = 1 active = true }
			area guard_8 { rect = (100.31,129.16,101.51,130.29) angle = -1.68504 floor = 1 active = true }
			area guard_9 { rect = (99.77,126.32,100.96,127.28) angle = -1.78959 floor = 1 active = true }
			area soldier_0 { rect = (69.57,240.95,72.61,246.29) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (48.27,112.26,49.75,113.47) angle = -0.380635 floor = 1 active = true }
			area soldier_2 { rect = (45.17,209.96,48.81,214.35) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (155.38,145.50,157.58,147.32) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (127.95,144.26,130.78,145.87) angle = -4.50961 floor = 1 active = true }
			area soldier_5 { rect = (179.20,144.39,180.54,145.67) angle = -3.31876 floor = 1 active = true }
			area soldier_6 { rect = (181.79,144.64,182.97,146.31) angle = -2.95367 floor = 1 active = true }
			area soldier_7 { rect = (176.30,113.28,178.72,116.01) angle = -2.93518 floor = 1 active = true }
			area soldier_8 { rect = (179.74,123.94,182.11,125.94) angle = -0.94489 floor = 1 active = true }
			area soldier_9 { rect = (191.13,75.10,195.12,78.74) angle = -4.50178 floor = 1 active = true }
			area guard_10 { rect = (213.84,105.11,217.35,108.68) angle = 1.53087 floor = 1 active = true }
			area guard_11 { rect = (62.62,194.94,64.26,196.32) angle = -4.44152 floor = 1 active = true }
			area guard_12 { rect = (32.46,175.23,33.63,177.49) angle = -4.54253 floor = 1 active = true }
			area guard_13 { rect = (33.33,192.80,35.02,194.25) angle = -4.4952 floor = 1 active = true }
			area guard_14 { rect = (43.54,207.38,45.18,209.73) angle = 0.316525 floor = 1 active = true }
			area guard_15 { rect = (79.03,221.73,80.75,223.30) angle = 0.133293 floor = 1 active = true }
			area guard_16 { rect = (80.88,194.23,83.03,196.63) angle = -1.4107 floor = 1 active = true }
			area guard_17 { rect = (61.74,75.29,63.50,77.06) angle = 0 floor = 1 active = true }
			area guard_18 { rect = (194.47,156.10,196.06,157.39) angle = -1.58138 floor = 1 active = true }
			area guard_19 { rect = (198.21,174.57,200.01,176.56) angle = -1.25012 floor = 1 active = true }
			area soldier_10 { rect = (162.92,99.95,168.23,104.29) angle = 1.56635 floor = 1 active = true }
			area soldier_11 { rect = (102.95,70.73,107.63,74.42) angle = -3.86288 floor = 1 active = true }
			area soldier_12 { rect = (80.52,102.49,82.59,106.25) angle = 1.53685 floor = 1 active = true }
			area soldier_13 { rect = (102.38,112.77,104.83,116.55) angle = -4.23439 floor = 1 active = true }
			area soldier_14 { rect = (193.62,180.96,195.15,182.04) angle = -1.72396 floor = 1 active = true }
			area soldier_15 { rect = (191.61,166.78,192.97,167.87) angle = -1.99135 floor = 1 active = true }
			area soldier_16 { rect = (191.01,151.19,192.31,151.99) angle = -1.52197 floor = 1 active = true }
			area soldier_17 { rect = (196.04,204.53,197.70,206.09) angle = -1.88988 floor = 1 active = true }
			area soldier_18 { rect = (210.23,184.92,211.99,186.49) angle = -1.56506 floor = 1 active = true }
			area soldier_19 { rect = (190.05,227.08,192.51,229.74) angle = 1.49569 floor = 1 active = true }
			area sniper_0 { rect = (203.75,200.77,205.18,201.91) angle = -2.16755 floor = 1 active = true }
			area sniper_1 { rect = (183.43,199.49,185.79,201.18) angle = -3.61942 floor = 1 active = true }
			area sniper_2 { rect = (178.28,123.62,184.87,127.27) angle = -2.22832 floor = 1 active = true }
			area sniper_3 { rect = (199.44,76.58,205.36,82.74) angle = -1.62181 floor = 1 active = true }
			area sniper_4 { rect = (147.51,145.52,153.05,143.27) angle = 0.213575 floor = 1 active = true }
			area sniper_5 { rect = (156.23,55.17,163.07,50.61) angle = 1.47275 floor = 1 active = true }
			area sniper_6 { rect = (104.01,117.12,105.54,119.28) angle = -3.41679 floor = 1 active = true }
			area sniper_7 { rect = (100.64,153.24,102.21,151.44) angle = -1.67485 floor = 1 active = true }
			area sniper_8 { rect = (84.98,168.79,88.75,166.21) angle = -1.45086 floor = 1 active = true }
			area sniper_9 { rect = (53.70,168.58,56.06,166.54) angle = -2.48206 floor = 1 active = true }
			area leader_0 { rect = (55.43,209.83,59.10,211.92) angle = 1.09977 floor = 1 active = true }
			area leader_1 { rect = (63.55,154.10,65.64,156.44) angle = -3.7135 floor = 1 active = true }
			area leader_2 { rect = (58.09,164.62,60.59,166.72) angle = -2.75473 floor = 1 active = true }
			area leader_3 { rect = (95.29,146.08,96.93,147.56) angle = -4.52724 floor = 1 active = true }
			area leader_4 { rect = (90.77,119.16,93.47,120.89) angle = -3.39653 floor = 1 active = true }
			area leader_5 { rect = (190.53,153.84,191.67,154.68) angle = -1.06936 floor = 1 active = true }
			area leader_6 { rect = (187.89,170.70,189.47,171.56) angle = -1.02336 floor = 1 active = true }
			area leader_7 { rect = (202.95,176.26,204.94,177.94) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (213.26,202.43,216.76,204.40) angle = -0.447882 floor = 1 active = true }
			area leader_9 { rect = (192.83,197.23,195.60,199.15) angle = -1.89231 floor = 1 active = true }
		}

		relations
		{
			neutral = civilians,dictator,mercs,staff,client,marauders
			enemy = dictator,dictator,dictator,dictator
		}
	}

	player marauders
	{
		maxsquads = 1


		spawn
		{
			area south { rect = (142.82,25.52,251.23,18.70) angle = 0 floor = 1 active = true }
			area west { rect = (18.27,19.18,22.23,254.07) angle = -1.54517 floor = 1 active = true }
			area north { rect = (83.26,289.63,17.86,294.19) angle = -3.11672 floor = 1 active = true }
			area east { rect = (249.00,292.53,244.33,85.65) angle = -4.68972 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (103.42,109.67,105.14,111.21) angle = -1.59833 floor = 1 active = true }
			area guard_2 { rect = (140.44,59.20,138.62,61.15) angle = -0.264804 floor = 1 active = true }
			area guard_3 { rect = (139.47,70.41,137.83,72.03) angle = -0.491106 floor = 1 active = true }
			area guard_4 { rect = (96.06,56.67,97.29,58.04) angle = -1.03107 floor = 1 active = true }
			area guard_5 { rect = (108.73,44.92,107.56,46.21) angle = -0.9495 floor = 1 active = true }
			area guard_6 { rect = (93.92,100.90,92.33,99.53) angle = -1.95221 floor = 1 active = true }
			area guard_7 { rect = (201.70,198.56,203.62,200.00) angle = -1.10805 floor = 1 active = true }
			area guard_8 { rect = (100.31,129.16,101.51,130.29) angle = -1.68504 floor = 1 active = true }
			area guard_9 { rect = (99.77,126.32,100.96,127.28) angle = -1.78959 floor = 1 active = true }
			area soldier_0 { rect = (69.57,240.95,72.61,246.29) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (48.27,112.26,49.75,113.47) angle = -0.380635 floor = 1 active = true }
			area soldier_2 { rect = (45.17,209.96,48.81,214.35) angle = 0 floor = 1 active = true }
			area soldier_3 { rect = (155.38,145.50,157.58,147.32) angle = 0 floor = 1 active = true }
			area soldier_4 { rect = (127.95,144.26,130.78,145.87) angle = -4.50961 floor = 1 active = true }
			area soldier_5 { rect = (179.20,144.39,180.54,145.67) angle = -3.31876 floor = 1 active = true }
			area soldier_6 { rect = (181.79,144.64,182.97,146.31) angle = -2.95367 floor = 1 active = true }
			area soldier_7 { rect = (176.30,113.28,178.72,116.01) angle = -2.93518 floor = 1 active = true }
			area soldier_8 { rect = (179.74,123.94,182.11,125.94) angle = -0.94489 floor = 1 active = true }
			area soldier_9 { rect = (191.13,75.10,195.12,78.74) angle = -4.50178 floor = 1 active = true }
			area guard_10 { rect = (213.84,105.11,217.35,108.68) angle = 1.53087 floor = 1 active = true }
			area guard_11 { rect = (62.62,194.94,64.26,196.32) angle = -4.44152 floor = 1 active = true }
			area guard_12 { rect = (32.46,175.23,33.63,177.49) angle = -4.54253 floor = 1 active = true }
			area guard_13 { rect = (33.33,192.80,35.02,194.25) angle = -4.4952 floor = 1 active = true }
			area guard_14 { rect = (43.54,207.38,45.18,209.73) angle = 0.316525 floor = 1 active = true }
			area guard_15 { rect = (79.03,221.73,80.75,223.30) angle = 0.133293 floor = 1 active = true }
			area guard_16 { rect = (80.88,194.23,83.03,196.63) angle = -1.4107 floor = 1 active = true }
			area guard_17 { rect = (61.74,75.29,63.50,77.06) angle = 0 floor = 1 active = true }
			area guard_18 { rect = (194.47,156.10,196.06,157.39) angle = -1.58138 floor = 1 active = true }
			area guard_19 { rect = (198.21,174.57,200.01,176.56) angle = -1.25012 floor = 1 active = true }
			area soldier_10 { rect = (162.92,99.95,168.23,104.29) angle = 1.56635 floor = 1 active = true }
			area soldier_11 { rect = (102.95,70.73,107.63,74.42) angle = -3.86288 floor = 1 active = true }
			area soldier_12 { rect = (80.52,102.49,82.59,106.25) angle = 1.53685 floor = 1 active = true }
			area soldier_13 { rect = (102.38,112.77,104.83,116.55) angle = -4.23439 floor = 1 active = true }
			area soldier_14 { rect = (193.62,180.96,195.15,182.04) angle = -1.72396 floor = 1 active = true }
			area soldier_15 { rect = (191.61,166.78,192.97,167.87) angle = -1.99135 floor = 1 active = true }
			area soldier_16 { rect = (191.01,151.19,192.31,151.99) angle = -1.52197 floor = 1 active = true }
			area soldier_17 { rect = (196.04,204.53,197.70,206.09) angle = -1.88988 floor = 1 active = true }
			area soldier_18 { rect = (210.23,184.92,211.99,186.49) angle = -1.56506 floor = 1 active = true }
			area soldier_19 { rect = (190.05,227.08,192.51,229.74) angle = 1.49569 floor = 1 active = true }
			area sniper_0 { rect = (203.75,200.77,205.18,201.91) angle = -2.16755 floor = 1 active = true }
			area sniper_1 { rect = (183.43,199.49,185.79,201.18) angle = -3.61942 floor = 1 active = true }
			area sniper_2 { rect = (178.28,123.62,184.87,127.27) angle = -2.22832 floor = 1 active = true }
			area sniper_3 { rect = (199.44,76.58,205.36,82.74) angle = -1.62181 floor = 1 active = true }
			area sniper_4 { rect = (147.51,145.52,153.05,143.27) angle = 0.213575 floor = 1 active = true }
			area sniper_5 { rect = (156.23,55.17,163.07,50.61) angle = 1.47275 floor = 1 active = true }
			area sniper_6 { rect = (104.01,117.12,105.54,119.28) angle = -3.41679 floor = 1 active = true }
			area sniper_7 { rect = (100.64,153.24,102.21,151.44) angle = -1.67485 floor = 1 active = true }
			area sniper_8 { rect = (84.98,168.79,88.75,166.21) angle = -1.45086 floor = 1 active = true }
			area sniper_9 { rect = (53.70,168.58,56.06,166.54) angle = -2.48206 floor = 1 active = true }
			area leader_0 { rect = (55.43,209.83,59.10,211.92) angle = 1.09977 floor = 1 active = true }
			area leader_1 { rect = (63.55,154.10,65.64,156.44) angle = -3.7135 floor = 1 active = true }
			area leader_2 { rect = (58.09,164.62,60.59,166.72) angle = -2.75473 floor = 1 active = true }
			area leader_3 { rect = (95.29,146.08,96.93,147.56) angle = -4.52724 floor = 1 active = true }
			area leader_4 { rect = (90.77,119.16,93.47,120.89) angle = -3.39653 floor = 1 active = true }
			area leader_5 { rect = (190.53,153.84,191.67,154.68) angle = -1.06936 floor = 1 active = true }
			area leader_6 { rect = (187.89,170.70,189.47,171.56) angle = -1.02336 floor = 1 active = true }
			area leader_7 { rect = (202.95,176.26,204.94,177.94) angle = 0 floor = 1 active = true }
			area leader_8 { rect = (213.26,202.43,216.76,204.40) angle = -0.447882 floor = 1 active = true }
			area leader_9 { rect = (192.83,197.23,195.60,199.15) angle = -1.89231 floor = 1 active = true }
		}

		relations
		{
			neutral = civilians,dictator,mercs,staff,client,butsi
			enemy = dictator,dictator,dictator,dictator
		}
	}

	finishing
	{
	}

}
