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

	traits
	{
		command_points = 25000
		global_vision_coef = 0.8
		sound_theme = theme_04
		loading_screen = LoadingScreen\north_base
	}

	upgrades
	{
		north_base_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		north_base_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		north_base_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		north_base_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		north_base_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		north_base_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		north_base_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		north_base_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		north_base_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		north_base_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		north_base_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		north_base_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		north_base_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		north_base_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		north_base_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		north_base_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

		north_base_tourism
		{
			description = north_base_tourism
		}

	}
	containers
	{
		container Army_case_t3_door_05
		{
			things
			{
				con_rgp4_set
			}
		}

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


		spawn
		{
			area south { rect = (-2.43,5.30,139.98,9.06) angle = 0 floor = 1 active = true }
			area west { rect = (-5.37,5.85,-2.48,88.49) angle = -1.48231 floor = 1 active = true }
			area north { rect = (1.09,198.58,111.15,196.49) angle = -3.11899 floor = 1 active = true }
			area east { rect = (145.11,23.82,149.92,6.77) angle = 1.4061 floor = 1 active = true }
			area defence { rect = (41.65,66.61,103.16,35.42) angle = -2.16896 floor = 1 active = true }
		}

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

	player rebels
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (68.19,4.20,-6.76,0.09) angle = 0 floor = 1 active = true }
			area west { rect = (-2.90,2.44,-7.63,48.40) angle = -1.5708 floor = 1 active = true }
			area north { rect = (-0.83,199.07,90.90,201.67) angle = -3.08342 floor = 1 active = true }
			area east { rect = (138.57,3.27,152.38,24.74) angle = 1.1896 floor = 1 active = true }
			area guard_0 { rect = (30.53,73.30,32.52,72.05) angle = -3.59428 floor = 1 active = true }
			area guard_1 { rect = (31.33,57.22,32.95,55.95) angle = -3.8607 floor = 1 active = true }
			area guard_2 { rect = (34.32,44.82,35.87,43.45) angle = -3.36294 floor = 1 active = true }
			area guard_3 { rect = (37.12,36.94,38.52,35.31) angle = -3.45575 floor = 1 active = true }
			area guard_4 { rect = (58.64,33.55,59.85,31.10) angle = -3.33567 floor = 1 active = true }
			area guard_5 { rect = (98.79,26.82,100.72,24.60) angle = -3.17554 floor = 1 active = true }
			area guard_6 { rect = (94.26,28.65,95.87,26.79) angle = -2.01482 floor = 1 active = true }
			area guard_7 { rect = (75.36,34.43,76.93,33.02) angle = -3.72321 floor = 1 active = true }
			area guard_8 { rect = (76.30,43.91,77.83,41.44) angle = -3.9689 floor = 1 active = true }
			area guard_9 { rect = (75.36,56.43,77.91,53.11) angle = -2.78637 floor = 1 active = true }
			area soldier_0 { rect = (81.18,171.17,82.37,170.20) angle = -0.264795 floor = 1 active = true }
			area soldier_1 { rect = (97.00,171.38,98.33,169.68) angle = -0.520454 floor = 1 active = true }
			area soldier_2 { rect = (61.08,182.03,62.27,180.83) angle = -0.262708 floor = 1 active = true }
			area soldier_3 { rect = (56.09,177.00,57.73,175.03) angle = -1.60441 floor = 1 active = true }
			area soldier_4 { rect = (76.15,183.78,78.02,181.79) angle = -0.416624 floor = 1 active = true }
			area soldier_5 { rect = (100.31,63.48,98.28,61.37) angle = -2.75157 floor = 1 active = true }
			area soldier_6 { rect = (87.17,192.12,90.07,186.06) angle = 0.536923 floor = 1 active = true }
			area soldier_7 { rect = (73.83,158.77,71.13,156.58) angle = -3.31186 floor = 1 active = true }
			area soldier_8 { rect = (59.96,82.10,57.72,79.99) angle = -3.76169 floor = 1 active = true }
			area soldier_9 { rect = (58.65,74.12,56.93,72.13) angle = -3.9643 floor = 1 active = true }
			area guard_10 { rect = (94.20,52.27,96.32,54.35) angle = -2.94215 floor = 1 active = true }
			area guard_11 { rect = (119.15,151.73,117.01,149.33) angle = -0.998053 floor = 1 active = true }
			area guard_12 { rect = (129.27,161.41,132.14,158.85) angle = -1.3759 floor = 1 active = true }
			area guard_13 { rect = (98.01,168.14,100.26,166.24) angle = -1.50707 floor = 1 active = true }
			area guard_14 { rect = (80.13,160.36,78.50,158.66) angle = -3.95794 floor = 1 active = true }
			area guard_15 { rect = (63.50,167.21,65.08,165.15) angle = -4.07904 floor = 1 active = true }
			area guard_16 { rect = (43.79,169.98,45.30,167.46) angle = 0.447928 floor = 1 active = true }
			area guard_17 { rect = (61.49,175.51,62.27,174.61) angle = -0.986762 floor = 1 active = true }
			area guard_18 { rect = (61.02,157.01,62.33,155.58) angle = -0.337373 floor = 1 active = true }
			area guard_19 { rect = (83.06,161.53,84.69,159.64) angle = -0.792767 floor = 1 active = true }
			area soldier_10 { rect = (61.14,71.57,63.51,69.55) angle = -4.03596 floor = 1 active = true }
			area soldier_11 { rect = (55.05,76.64,53.15,75.05) angle = -3.72808 floor = 1 active = true }
			area soldier_12 { rect = (67.81,52.49,66.29,50.46) angle = -1.95062 floor = 1 active = true }
			area soldier_13 { rect = (64.07,55.45,62.64,54.33) angle = -4.11287 floor = 1 active = true }
			area soldier_14 { rect = (47.37,43.71,49.46,41.44) angle = -3.4785 floor = 1 active = true }
			area soldier_15 { rect = (105.19,61.87,106.64,60.56) angle = -3.013 floor = 1 active = true }
			area soldier_16 { rect = (107.18,55.52,105.90,54.36) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (83.75,71.31,85.57,69.37) angle = -2.22561 floor = 1 active = true }
			area soldier_18 { rect = (78.37,161.39,81.38,158.65) angle = -0.866059 floor = 1 active = true }
			area soldier_19 { rect = (103.42,173.76,99.47,171.56) angle = -0.744725 floor = 1 active = true }
			area sniper_0 { rect = (60.42,167.63,58.54,165.67) angle = 0 floor = 1 active = true }
			area sniper_1 { rect = (73.60,162.26,71.22,160.46) angle = 0 floor = 1 active = true }
			area sniper_2 { rect = (64.14,153.03,61.87,150.68) angle = -0.750939 floor = 1 active = true }
			area sniper_3 { rect = (100.23,69.96,97.97,68.17) angle = -3.33635 floor = 1 active = true }
			area sniper_4 { rect = (84.71,77.42,82.35,75.55) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (44.68,31.16,40.23,28.10) angle = -0.555918 floor = 1 active = true }
			area sniper_6 { rect = (47.77,81.27,46.07,79.87) angle = -0.841799 floor = 1 active = true }
			area sniper_7 { rect = (97.48,40.67,95.29,38.61) angle = 1.44751 floor = 1 active = true }
			area sniper_8 { rect = (102.20,28.28,100.27,26.51) angle = -4.66698 floor = 1 active = true }
			area sniper_9 { rect = (77.21,12.38,75.95,10.21) angle = -3.17327 floor = 1 active = true }
			area leader_0 { rect = (67.71,32.63,63.93,30.72) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (27.76,43.46,24.44,39.84) angle = -4.14226 floor = 1 active = true }
			area leader_2 { rect = (90.54,59.97,83.97,57.46) angle = 0 floor = 1 active = true }
			area leader_3 { rect = (96.05,166.52,100.13,160.96) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (54.35,157.44,56.20,156.09) angle = 0 floor = 1 active = true }
			area leader_5 { rect = (61.48,181.51,62.72,179.81) angle = -2.2269 floor = 1 active = true }
			area leader_6 { rect = (89.97,170.76,88.14,171.77) angle = 0.408061 floor = 1 active = true }
			area leader_7 { rect = (94.40,156.09,92.88,157.24) angle = 1.23098 floor = 1 active = true }
			area leader_8 { rect = (120.35,160.35,123.96,163.14) angle = -0.430517 floor = 1 active = true }
			area leader_9 { rect = (136.56,157.62,140.44,161.95) angle = 1.40867 floor = 1 active = true }
		}

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

	player dictator
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (68.19,4.20,-6.76,0.09) angle = 0 floor = 1 active = true }
			area west { rect = (-2.90,2.44,-7.63,48.40) angle = -1.5708 floor = 1 active = true }
			area north { rect = (-0.83,199.07,90.90,201.67) angle = -3.08342 floor = 1 active = true }
			area east { rect = (138.57,3.27,152.38,24.74) angle = 1.1896 floor = 1 active = true }
			area guard_0 { rect = (30.53,73.30,32.52,72.05) angle = -3.59428 floor = 1 active = true }
			area guard_1 { rect = (31.33,57.22,32.95,55.95) angle = -3.8607 floor = 1 active = true }
			area guard_2 { rect = (34.32,44.82,35.87,43.45) angle = -3.36294 floor = 1 active = true }
			area guard_3 { rect = (37.12,36.94,38.52,35.31) angle = -3.45575 floor = 1 active = true }
			area guard_4 { rect = (58.64,33.55,59.85,31.10) angle = -3.33567 floor = 1 active = true }
			area guard_5 { rect = (98.79,26.82,100.72,24.60) angle = -3.17554 floor = 1 active = true }
			area guard_6 { rect = (94.26,28.65,95.87,26.79) angle = -2.01482 floor = 1 active = true }
			area guard_7 { rect = (75.36,34.43,76.93,33.02) angle = -3.72321 floor = 1 active = true }
			area guard_8 { rect = (76.30,43.91,77.83,41.44) angle = -3.9689 floor = 1 active = true }
			area guard_9 { rect = (75.36,56.43,77.91,53.11) angle = -2.78637 floor = 1 active = true }
			area soldier_0 { rect = (81.18,171.17,82.37,170.20) angle = -0.264795 floor = 1 active = true }
			area soldier_1 { rect = (97.00,171.38,98.33,169.68) angle = -0.520454 floor = 1 active = true }
			area soldier_2 { rect = (61.08,182.03,62.27,180.83) angle = -0.262708 floor = 1 active = true }
			area soldier_3 { rect = (56.09,177.00,57.73,175.03) angle = -1.60441 floor = 1 active = true }
			area soldier_4 { rect = (76.15,183.78,78.02,181.79) angle = -0.416624 floor = 1 active = true }
			area soldier_5 { rect = (100.31,63.48,98.28,61.37) angle = -2.75157 floor = 1 active = true }
			area soldier_6 { rect = (87.17,192.12,90.07,186.06) angle = 0.536923 floor = 1 active = true }
			area soldier_7 { rect = (73.83,158.77,71.13,156.58) angle = -3.31186 floor = 1 active = true }
			area soldier_8 { rect = (59.96,82.10,57.72,79.99) angle = -3.76169 floor = 1 active = true }
			area soldier_9 { rect = (58.65,74.12,56.93,72.13) angle = -3.9643 floor = 1 active = true }
			area guard_10 { rect = (94.20,52.27,96.32,54.35) angle = -2.94215 floor = 1 active = true }
			area guard_11 { rect = (119.15,151.73,117.01,149.33) angle = -0.998053 floor = 1 active = true }
			area guard_12 { rect = (129.27,161.41,132.14,158.85) angle = -1.3759 floor = 1 active = true }
			area guard_13 { rect = (98.01,168.14,100.26,166.24) angle = -1.50707 floor = 1 active = true }
			area guard_14 { rect = (80.13,160.36,78.50,158.66) angle = -3.95794 floor = 1 active = true }
			area guard_15 { rect = (63.50,167.21,65.08,165.15) angle = -4.07904 floor = 1 active = true }
			area guard_16 { rect = (43.79,169.98,45.30,167.46) angle = 0.447928 floor = 1 active = true }
			area guard_17 { rect = (61.49,175.51,62.27,174.61) angle = -0.986762 floor = 1 active = true }
			area guard_18 { rect = (61.02,157.01,62.33,155.58) angle = -0.337373 floor = 1 active = true }
			area guard_19 { rect = (83.06,161.53,84.69,159.64) angle = -0.792767 floor = 1 active = true }
			area soldier_10 { rect = (61.14,71.57,63.51,69.55) angle = -4.03596 floor = 1 active = true }
			area soldier_11 { rect = (55.05,76.64,53.15,75.05) angle = -3.72808 floor = 1 active = true }
			area soldier_12 { rect = (67.81,52.49,66.29,50.46) angle = -1.95062 floor = 1 active = true }
			area soldier_13 { rect = (64.07,55.45,62.64,54.33) angle = -4.11287 floor = 1 active = true }
			area soldier_14 { rect = (47.37,43.71,49.46,41.44) angle = -3.4785 floor = 1 active = true }
			area soldier_15 { rect = (105.19,61.87,106.64,60.56) angle = -3.013 floor = 1 active = true }
			area soldier_16 { rect = (107.18,55.52,105.90,54.36) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (83.75,71.31,85.57,69.37) angle = -2.22561 floor = 1 active = true }
			area soldier_18 { rect = (78.37,161.39,81.38,158.65) angle = -0.866059 floor = 1 active = true }
			area soldier_19 { rect = (103.42,173.76,99.47,171.56) angle = -0.744725 floor = 1 active = true }
			area sniper_0 { rect = (60.42,167.63,58.54,165.67) angle = 0 floor = 1 active = true }
			area sniper_1 { rect = (73.60,162.26,71.22,160.46) angle = 0 floor = 1 active = true }
			area sniper_2 { rect = (64.14,153.03,61.87,150.68) angle = -0.750939 floor = 1 active = true }
			area sniper_3 { rect = (100.23,69.96,97.97,68.17) angle = -3.33635 floor = 1 active = true }
			area sniper_4 { rect = (84.71,77.42,82.35,75.55) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (44.68,31.16,40.23,28.10) angle = -0.555918 floor = 1 active = true }
			area sniper_6 { rect = (47.77,81.27,46.07,79.87) angle = -0.841799 floor = 1 active = true }
			area sniper_7 { rect = (97.48,40.67,95.29,38.61) angle = 1.44751 floor = 1 active = true }
			area sniper_8 { rect = (102.20,28.28,100.27,26.51) angle = -4.66698 floor = 1 active = true }
			area sniper_9 { rect = (77.21,12.38,75.95,10.21) angle = -3.17327 floor = 1 active = true }
			area leader_0 { rect = (67.71,32.63,63.93,30.72) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (27.76,43.46,24.44,39.84) angle = -4.14226 floor = 1 active = true }
			area leader_2 { rect = (90.54,59.97,83.97,57.46) angle = 0 floor = 1 active = true }
			area leader_3 { rect = (96.05,166.52,100.13,160.96) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (54.35,157.44,56.20,156.09) angle = 0 floor = 1 active = true }
			area leader_5 { rect = (61.48,181.51,62.72,179.81) angle = -2.2269 floor = 1 active = true }
			area leader_6 { rect = (89.97,170.76,88.14,171.77) angle = 0.408061 floor = 1 active = true }
			area leader_7 { rect = (94.40,156.09,92.88,157.24) angle = 1.23098 floor = 1 active = true }
			area leader_8 { rect = (120.35,160.35,123.96,163.14) angle = -0.430517 floor = 1 active = true }
			area leader_9 { rect = (136.56,157.62,140.44,161.95) angle = 1.40867 floor = 1 active = true }
		}

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

	player client
	{
		maxsquads = 4


		reinforcement corp_1	{ desc = corp_white_male_01 spawn { pose = stand origin = (50.28, 50.29) angle = -4.28319 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }
		reinforcement corp_2	{ desc = corp_white_male_01 spawn { pose = stand origin = (46.92, 48.76) angle = -4.37114e-08 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }
		reinforcement corp_3	{ desc = corp_white_male_01 spawn { pose = stand origin = (49.48, 46.87) angle = -3.28319 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }
		reinforcement corp_4	{ desc = corp_white_male_01 spawn { pose = stand origin = (52.72, 46.49) angle = -8.74228e-08 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }
		reinforcement corp_5	{ desc = corp_white_male_01 spawn { pose = stand origin = (55.18, 45.18) angle = -8.74228e-08 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }
		reinforcement corp_6	{ desc = corp_white_male_01 spawn { pose = stand origin = (55.51, 49.19) angle = -3.68862 floor = 1 } things {enemy_guard_set_01} specialization = guard behavior = free }

		spawn
		{
			area south { rect = (68.19,4.20,-6.76,0.09) angle = 0 floor = 1 active = true }
			area west { rect = (-2.90,2.44,-7.63,48.40) angle = -1.5708 floor = 1 active = true }
			area north { rect = (-0.83,199.07,90.90,201.67) angle = -3.08342 floor = 1 active = true }
			area east { rect = (138.57,3.27,152.38,24.74) angle = 1.1896 floor = 1 active = true }
			area guard_0 { rect = (30.53,73.30,32.52,72.05) angle = -3.59428 floor = 1 active = true }
			area guard_1 { rect = (31.33,57.22,32.95,55.95) angle = -3.8607 floor = 1 active = true }
			area guard_2 { rect = (34.32,44.82,35.87,43.45) angle = -3.36294 floor = 1 active = true }
			area guard_3 { rect = (37.12,36.94,38.52,35.31) angle = -3.45575 floor = 1 active = true }
			area guard_4 { rect = (58.64,33.55,59.85,31.10) angle = -3.33567 floor = 1 active = true }
			area guard_5 { rect = (98.79,26.82,100.72,24.60) angle = -3.17554 floor = 1 active = true }
			area guard_6 { rect = (94.26,28.65,95.87,26.79) angle = -2.01482 floor = 1 active = true }
			area guard_7 { rect = (75.36,34.43,76.93,33.02) angle = -3.72321 floor = 1 active = true }
			area guard_8 { rect = (76.30,43.91,77.83,41.44) angle = -3.9689 floor = 1 active = true }
			area guard_9 { rect = (75.36,56.43,77.91,53.11) angle = -2.78637 floor = 1 active = true }
			area soldier_0 { rect = (81.18,171.17,82.37,170.20) angle = -0.264795 floor = 1 active = true }
			area soldier_1 { rect = (97.00,171.38,98.33,169.68) angle = -0.520454 floor = 1 active = true }
			area soldier_2 { rect = (61.08,182.03,62.27,180.83) angle = -0.262708 floor = 1 active = true }
			area soldier_3 { rect = (56.09,177.00,57.73,175.03) angle = -1.60441 floor = 1 active = true }
			area soldier_4 { rect = (76.15,183.78,78.02,181.79) angle = -0.416624 floor = 1 active = true }
			area soldier_5 { rect = (38.40,118.84,40.67,117.31) angle = -2.03858 floor = 1 active = true }
			area soldier_6 { rect = (87.17,192.12,90.07,186.06) angle = 0.536923 floor = 1 active = true }
			area soldier_7 { rect = (73.83,158.77,71.13,156.58) angle = -3.31186 floor = 1 active = true }
			area soldier_8 { rect = (59.96,82.10,57.72,79.99) angle = -3.76169 floor = 1 active = true }
			area soldier_9 { rect = (58.65,74.12,56.93,72.13) angle = -3.9643 floor = 1 active = true }
			area guard_10 { rect = (94.20,52.27,96.32,54.35) angle = -2.94215 floor = 1 active = true }
			area guard_11 { rect = (119.15,151.73,117.01,149.33) angle = -0.998053 floor = 1 active = true }
			area guard_12 { rect = (129.27,161.41,132.14,158.85) angle = -1.3759 floor = 1 active = true }
			area guard_13 { rect = (98.01,168.14,100.26,166.24) angle = -1.50707 floor = 1 active = true }
			area guard_14 { rect = (80.13,160.36,78.50,158.66) angle = -3.95794 floor = 1 active = true }
			area guard_15 { rect = (63.50,167.21,65.08,165.15) angle = -4.07904 floor = 1 active = true }
			area guard_16 { rect = (43.79,169.98,45.30,167.46) angle = 0.447928 floor = 1 active = true }
			area guard_17 { rect = (61.49,175.51,62.27,174.61) angle = -0.986762 floor = 1 active = true }
			area guard_18 { rect = (61.02,157.01,62.33,155.58) angle = -0.337373 floor = 1 active = true }
			area guard_19 { rect = (83.06,161.53,84.69,159.64) angle = -0.792767 floor = 1 active = true }
			area soldier_10 { rect = (61.14,71.57,63.51,69.55) angle = -4.03596 floor = 1 active = true }
			area soldier_11 { rect = (55.05,76.64,53.15,75.05) angle = -3.72808 floor = 1 active = true }
			area soldier_12 { rect = (67.81,52.49,66.29,50.46) angle = -1.95062 floor = 1 active = true }
			area soldier_13 { rect = (64.07,55.45,62.64,54.33) angle = -4.11287 floor = 1 active = true }
			area soldier_14 { rect = (47.37,43.71,49.46,41.44) angle = -3.4785 floor = 1 active = true }
			area soldier_15 { rect = (105.19,61.87,106.64,60.56) angle = -3.013 floor = 1 active = true }
			area soldier_16 { rect = (107.18,55.52,105.90,54.36) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (83.75,71.31,85.57,69.37) angle = -2.22561 floor = 1 active = true }
			area soldier_18 { rect = (78.37,161.39,81.38,158.65) angle = -0.866059 floor = 1 active = true }
			area soldier_19 { rect = (103.42,173.76,99.47,171.56) angle = -0.744725 floor = 1 active = true }
			area sniper_0 { rect = (60.42,167.63,58.54,165.67) angle = 0 floor = 1 active = true }
			area sniper_1 { rect = (73.60,162.26,71.22,160.46) angle = 0 floor = 1 active = true }
			area sniper_2 { rect = (64.14,153.03,61.87,150.68) angle = -0.750939 floor = 1 active = true }
			area sniper_3 { rect = (100.23,69.96,97.97,68.17) angle = -3.33635 floor = 1 active = true }
			area sniper_4 { rect = (84.71,77.42,82.35,75.55) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (44.68,31.16,40.23,28.10) angle = -0.555918 floor = 1 active = true }
			area sniper_6 { rect = (47.77,81.27,46.07,79.87) angle = -0.841799 floor = 1 active = true }
			area sniper_7 { rect = (97.48,40.67,95.29,38.61) angle = 1.44751 floor = 1 active = true }
			area sniper_8 { rect = (102.20,28.28,100.27,26.51) angle = -4.66698 floor = 1 active = true }
			area sniper_9 { rect = (77.21,12.38,75.95,10.21) angle = -3.17327 floor = 1 active = true }
			area leader_0 { rect = (67.71,32.63,63.93,30.72) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (27.76,43.46,24.44,39.84) angle = -4.14226 floor = 1 active = true }
			area leader_2 { rect = (90.54,59.97,83.97,57.46) angle = 0 floor = 1 active = true }
			area leader_3 { rect = (96.05,166.52,100.13,160.96) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (54.35,157.44,56.20,156.09) angle = 0 floor = 1 active = true }
			area leader_5 { rect = (61.48,181.51,62.72,179.81) angle = -2.2269 floor = 1 active = true }
			area leader_6 { rect = (89.97,170.76,88.14,171.77) angle = 0.408061 floor = 1 active = true }
			area leader_7 { rect = (94.40,156.09,92.88,157.24) angle = 1.23098 floor = 1 active = true }
			area leader_8 { rect = (120.35,160.35,123.96,163.14) angle = -0.430517 floor = 1 active = true }
			area leader_9 { rect = (136.56,157.62,140.44,161.95) angle = 1.40867 floor = 1 active = true }
		}

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

	player marauders
	{
		maxsquads = 4


		spawn
		{
			area south { rect = (68.19,4.20,-6.76,0.09) angle = 0 floor = 1 active = true }
			area west { rect = (-2.90,2.44,-7.63,48.40) angle = -1.5708 floor = 1 active = true }
			area north { rect = (-0.83,199.07,90.90,201.67) angle = -3.08342 floor = 1 active = true }
			area east { rect = (138.57,3.27,152.38,24.74) angle = 1.1896 floor = 1 active = true }
			area guard_0 { rect = (30.53,73.30,32.52,72.05) angle = -3.59428 floor = 1 active = true }
			area guard_1 { rect = (31.33,57.22,32.95,55.95) angle = -3.8607 floor = 1 active = true }
			area guard_2 { rect = (34.32,44.82,35.87,43.45) angle = -3.36294 floor = 1 active = true }
			area guard_3 { rect = (37.12,36.94,38.52,35.31) angle = -3.45575 floor = 1 active = true }
			area guard_4 { rect = (58.64,33.55,59.85,31.10) angle = -3.33567 floor = 1 active = true }
			area guard_5 { rect = (98.79,26.82,100.72,24.60) angle = -3.17554 floor = 1 active = true }
			area guard_6 { rect = (94.26,28.65,95.87,26.79) angle = -2.01482 floor = 1 active = true }
			area guard_7 { rect = (75.36,34.43,76.93,33.02) angle = -3.72321 floor = 1 active = true }
			area guard_8 { rect = (76.30,43.91,77.83,41.44) angle = -3.9689 floor = 1 active = true }
			area guard_9 { rect = (75.36,56.43,77.91,53.11) angle = -2.78637 floor = 1 active = true }
			area soldier_0 { rect = (81.18,171.17,82.37,170.20) angle = -0.264795 floor = 1 active = true }
			area soldier_1 { rect = (97.00,171.38,98.33,169.68) angle = -0.520454 floor = 1 active = true }
			area soldier_2 { rect = (61.08,182.03,62.27,180.83) angle = -0.262708 floor = 1 active = true }
			area soldier_3 { rect = (56.09,177.00,57.73,175.03) angle = -1.60441 floor = 1 active = true }
			area soldier_4 { rect = (76.15,183.78,78.02,181.79) angle = -0.416624 floor = 1 active = true }
			area soldier_5 { rect = (38.40,118.84,40.67,117.31) angle = -2.03858 floor = 1 active = true }
			area soldier_6 { rect = (87.17,192.12,90.07,186.06) angle = 0.536923 floor = 1 active = true }
			area soldier_7 { rect = (73.83,158.77,71.13,156.58) angle = -3.31186 floor = 1 active = true }
			area soldier_8 { rect = (59.96,82.10,57.72,79.99) angle = -3.76169 floor = 1 active = true }
			area soldier_9 { rect = (58.65,74.12,56.93,72.13) angle = -3.9643 floor = 1 active = true }
			area guard_10 { rect = (94.20,52.27,96.32,54.35) angle = -2.94215 floor = 1 active = true }
			area guard_11 { rect = (119.15,151.73,117.01,149.33) angle = -0.998053 floor = 1 active = true }
			area guard_12 { rect = (129.27,161.41,132.14,158.85) angle = -1.3759 floor = 1 active = true }
			area guard_13 { rect = (98.01,168.14,100.26,166.24) angle = -1.50707 floor = 1 active = true }
			area guard_14 { rect = (80.13,160.36,78.50,158.66) angle = -3.95794 floor = 1 active = true }
			area guard_15 { rect = (63.50,167.21,65.08,165.15) angle = -4.07904 floor = 1 active = true }
			area guard_16 { rect = (43.79,169.98,45.30,167.46) angle = 0.447928 floor = 1 active = true }
			area guard_17 { rect = (61.49,175.51,62.27,174.61) angle = -0.986762 floor = 1 active = true }
			area guard_18 { rect = (61.02,157.01,62.33,155.58) angle = -0.337373 floor = 1 active = true }
			area guard_19 { rect = (83.06,161.53,84.69,159.64) angle = -0.792767 floor = 1 active = true }
			area soldier_10 { rect = (61.14,71.57,63.51,69.55) angle = -4.03596 floor = 1 active = true }
			area soldier_11 { rect = (55.05,76.64,53.15,75.05) angle = -3.72808 floor = 1 active = true }
			area soldier_12 { rect = (67.81,52.49,66.29,50.46) angle = -1.95062 floor = 1 active = true }
			area soldier_13 { rect = (64.07,55.45,62.64,54.33) angle = -4.11287 floor = 1 active = true }
			area soldier_14 { rect = (47.37,43.71,49.46,41.44) angle = -3.4785 floor = 1 active = true }
			area soldier_15 { rect = (105.19,61.87,106.64,60.56) angle = -3.013 floor = 1 active = true }
			area soldier_16 { rect = (107.18,55.52,105.90,54.36) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (83.75,71.31,85.57,69.37) angle = -2.22561 floor = 1 active = true }
			area soldier_18 { rect = (78.37,161.39,81.38,158.65) angle = -0.866059 floor = 1 active = true }
			area soldier_19 { rect = (103.42,173.76,99.47,171.56) angle = -0.744725 floor = 1 active = true }
			area sniper_0 { rect = (60.42,167.63,58.54,165.67) angle = 0 floor = 1 active = true }
			area sniper_1 { rect = (73.60,162.26,71.22,160.46) angle = 0 floor = 1 active = true }
			area sniper_2 { rect = (64.14,153.03,61.87,150.68) angle = -0.750939 floor = 1 active = true }
			area sniper_3 { rect = (100.23,69.96,97.97,68.17) angle = -3.33635 floor = 1 active = true }
			area sniper_4 { rect = (84.71,77.42,82.35,75.55) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (44.68,31.16,40.23,28.10) angle = -0.555918 floor = 1 active = true }
			area sniper_6 { rect = (47.77,81.27,46.07,79.87) angle = -0.841799 floor = 1 active = true }
			area sniper_7 { rect = (97.48,40.67,95.29,38.61) angle = 1.44751 floor = 1 active = true }
			area sniper_8 { rect = (102.20,28.28,100.27,26.51) angle = -4.66698 floor = 1 active = true }
			area sniper_9 { rect = (77.21,12.38,75.95,10.21) angle = -3.17327 floor = 1 active = true }
			area leader_0 { rect = (67.71,32.63,63.93,30.72) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (27.76,43.46,24.44,39.84) angle = -4.14226 floor = 1 active = true }
			area leader_2 { rect = (90.54,59.97,83.97,57.46) angle = 0 floor = 1 active = true }
			area leader_3 { rect = (96.05,166.52,100.13,160.96) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (54.35,157.44,56.20,156.09) angle = 0 floor = 1 active = true }
			area leader_5 { rect = (61.48,181.51,62.72,179.81) angle = -2.2269 floor = 1 active = true }
			area leader_6 { rect = (89.97,170.76,88.14,171.77) angle = 0.408061 floor = 1 active = true }
			area leader_7 { rect = (94.40,156.09,92.88,157.24) angle = 1.23098 floor = 1 active = true }
			area leader_8 { rect = (120.35,160.35,123.96,163.14) angle = -0.430517 floor = 1 active = true }
			area leader_9 { rect = (136.56,157.62,140.44,161.95) angle = 1.40867 floor = 1 active = true }
		}

		relations
		{
			neutral = rebels,client,dictator,butsi,mercs
		}
	}

	player butsi
	{
		maxsquads = 4


		spawn
		{
			area south { rect = (68.19,4.20,-6.76,0.09) angle = 0 floor = 1 active = true }
			area west { rect = (-2.90,2.44,-7.63,48.40) angle = -1.5708 floor = 1 active = true }
			area north { rect = (-0.83,199.07,90.90,201.67) angle = -3.08342 floor = 1 active = true }
			area east { rect = (138.57,3.27,152.38,24.74) angle = 1.1896 floor = 1 active = true }
			area guard_0 { rect = (30.53,73.30,32.52,72.05) angle = -3.59428 floor = 1 active = true }
			area guard_1 { rect = (31.33,57.22,32.95,55.95) angle = -3.8607 floor = 1 active = true }
			area guard_2 { rect = (34.32,44.82,35.87,43.45) angle = -3.36294 floor = 1 active = true }
			area guard_3 { rect = (37.12,36.94,38.52,35.31) angle = -3.45575 floor = 1 active = true }
			area guard_4 { rect = (58.64,33.55,59.85,31.10) angle = -3.33567 floor = 1 active = true }
			area guard_5 { rect = (98.79,26.82,100.72,24.60) angle = -3.17554 floor = 1 active = true }
			area guard_6 { rect = (94.26,28.65,95.87,26.79) angle = -2.01482 floor = 1 active = true }
			area guard_7 { rect = (75.36,34.43,76.93,33.02) angle = -3.72321 floor = 1 active = true }
			area guard_8 { rect = (76.30,43.91,77.83,41.44) angle = -3.9689 floor = 1 active = true }
			area guard_9 { rect = (75.36,56.43,77.91,53.11) angle = -2.78637 floor = 1 active = true }
			area soldier_0 { rect = (81.18,171.17,82.37,170.20) angle = -0.264795 floor = 1 active = true }
			area soldier_1 { rect = (97.00,171.38,98.33,169.68) angle = -0.520454 floor = 1 active = true }
			area soldier_2 { rect = (61.08,182.03,62.27,180.83) angle = -0.262708 floor = 1 active = true }
			area soldier_3 { rect = (56.09,177.00,57.73,175.03) angle = -1.60441 floor = 1 active = true }
			area soldier_4 { rect = (76.15,183.78,78.02,181.79) angle = -0.416624 floor = 1 active = true }
			area soldier_5 { rect = (38.40,118.84,40.67,117.31) angle = -2.03858 floor = 1 active = true }
			area soldier_6 { rect = (87.17,192.12,90.07,186.06) angle = 0.536923 floor = 1 active = true }
			area soldier_7 { rect = (73.83,158.77,71.13,156.58) angle = -3.31186 floor = 1 active = true }
			area soldier_8 { rect = (59.96,82.10,57.72,79.99) angle = -3.76169 floor = 1 active = true }
			area soldier_9 { rect = (58.65,74.12,56.93,72.13) angle = -3.9643 floor = 1 active = true }
			area guard_10 { rect = (94.20,52.27,96.32,54.35) angle = -2.94215 floor = 1 active = true }
			area guard_11 { rect = (119.15,151.73,117.01,149.33) angle = -0.998053 floor = 1 active = true }
			area guard_12 { rect = (129.27,161.41,132.14,158.85) angle = -1.3759 floor = 1 active = true }
			area guard_13 { rect = (98.01,168.14,100.26,166.24) angle = -1.50707 floor = 1 active = true }
			area guard_14 { rect = (80.13,160.36,78.50,158.66) angle = -3.95794 floor = 1 active = true }
			area guard_15 { rect = (63.50,167.21,65.08,165.15) angle = -4.07904 floor = 1 active = true }
			area guard_16 { rect = (43.79,169.98,45.30,167.46) angle = 0.447928 floor = 1 active = true }
			area guard_17 { rect = (61.49,175.51,62.27,174.61) angle = -0.986762 floor = 1 active = true }
			area guard_18 { rect = (61.02,157.01,62.33,155.58) angle = -0.337373 floor = 1 active = true }
			area guard_19 { rect = (83.06,161.53,84.69,159.64) angle = -0.792767 floor = 1 active = true }
			area soldier_10 { rect = (61.14,71.57,63.51,69.55) angle = -4.03596 floor = 1 active = true }
			area soldier_11 { rect = (55.05,76.64,53.15,75.05) angle = -3.72808 floor = 1 active = true }
			area soldier_12 { rect = (67.81,52.49,66.29,50.46) angle = -1.95062 floor = 1 active = true }
			area soldier_13 { rect = (64.07,55.45,62.64,54.33) angle = -4.11287 floor = 1 active = true }
			area soldier_14 { rect = (47.37,43.71,49.46,41.44) angle = -3.4785 floor = 1 active = true }
			area soldier_15 { rect = (105.19,61.87,106.64,60.56) angle = -3.013 floor = 1 active = true }
			area soldier_16 { rect = (107.18,55.52,105.90,54.36) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (83.75,71.31,85.57,69.37) angle = -2.22561 floor = 1 active = true }
			area soldier_18 { rect = (78.37,161.39,81.38,158.65) angle = -0.866059 floor = 1 active = true }
			area soldier_19 { rect = (103.42,173.76,99.47,171.56) angle = -0.744725 floor = 1 active = true }
			area sniper_0 { rect = (60.42,167.63,58.54,165.67) angle = 0 floor = 1 active = true }
			area sniper_1 { rect = (73.60,162.26,71.22,160.46) angle = 0 floor = 1 active = true }
			area sniper_2 { rect = (64.14,153.03,61.87,150.68) angle = -0.750939 floor = 1 active = true }
			area sniper_3 { rect = (100.23,69.96,97.97,68.17) angle = -3.33635 floor = 1 active = true }
			area sniper_4 { rect = (84.71,77.42,82.35,75.55) angle = 0 floor = 1 active = true }
			area sniper_5 { rect = (44.68,31.16,40.23,28.10) angle = -0.555918 floor = 1 active = true }
			area sniper_6 { rect = (47.77,81.27,46.07,79.87) angle = -0.841799 floor = 1 active = true }
			area sniper_7 { rect = (97.48,40.67,95.29,38.61) angle = 1.44751 floor = 1 active = true }
			area sniper_8 { rect = (102.20,28.28,100.27,26.51) angle = -4.66698 floor = 1 active = true }
			area sniper_9 { rect = (77.21,12.38,75.95,10.21) angle = -3.17327 floor = 1 active = true }
			area leader_0 { rect = (67.71,32.63,63.93,30.72) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (27.76,43.46,24.44,39.84) angle = -4.14226 floor = 1 active = true }
			area leader_2 { rect = (90.54,59.97,83.97,57.46) angle = 0 floor = 1 active = true }
			area leader_3 { rect = (96.05,166.52,100.13,160.96) angle = 0 floor = 1 active = true }
			area leader_4 { rect = (54.35,157.44,56.20,156.09) angle = 0 floor = 1 active = true }
			area leader_5 { rect = (61.48,181.51,62.72,179.81) angle = -2.2269 floor = 1 active = true }
			area leader_6 { rect = (89.97,170.76,88.14,171.77) angle = 0.408061 floor = 1 active = true }
			area leader_7 { rect = (94.40,156.09,92.88,157.24) angle = 1.23098 floor = 1 active = true }
			area leader_8 { rect = (120.35,160.35,123.96,163.14) angle = -0.430517 floor = 1 active = true }
			area leader_9 { rect = (136.56,157.62,140.44,161.95) angle = 1.40867 floor = 1 active = true }
		}

		relations
		{
			neutral = rebels,marauders,dictator,client,mercs
		}
	}

	finishing
	{
	}

}
