mission
{
	level
	{
		file = pirate_island
		land = summer
		time = brf_day
		backstage = environment\sea_test
	}

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

	upgrades
	{
		pirate_island_beach
		{
			description = pirate_island_beach
		}

		pirate_island_boat
		{
			description = pirate_island_boat
		}

		pirate_island_houses
		{
			description = pirate_island_houses
		}

		pirate_island_spa
		{
			description = pirate_island_spa
		}

		pirate_island_tourism
		{
			description = pirate_island_tourism
		}

		pirate_island_villa
		{
			description = pirate_island_villa
		}

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


		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area defence { rect = (164.50,97.88,186.28,127.53) angle = 0.925265 floor = 1 active = true }
		}

		relations
		{
			neutral = pirates
		}
	}

	player pirates
	{
		description = pirates
		briefing = pirates
		maxsquads = 4


		reinforcement pirate_boss	{ desc = pir_officer_02 spawn { pose = stand origin = (103.30, 161.38) angle = -0.595165 floor = 1 } things {mar_l05_officer_01,mar_l05_officer_02,mar_l05_officer_03} specialization = guard dialog = pirate_boss behavior = squad_leader(pirates) }

		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area guard_0 { rect = (83.58,121.28,85.07,120.21) angle = -3.89105 floor = 1 active = true }
			area guard_1 { rect = (64.27,143.66,65.37,141.87) angle = -4.49073 floor = 1 active = true }
			area guard_2 { rect = (78.85,101.92,80.38,100.17) angle = -2.96015 floor = 1 active = true }
			area guard_3 { rect = (93.51,107.62,95.23,106.14) angle = -2.70616 floor = 1 active = true }
			area guard_4 { rect = (79.62,155.46,81.08,154.01) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (89.08,152.99,90.35,151.60) angle = -1.05556 floor = 1 active = true }
			area guard_6 { rect = (97.11,142.62,98.64,140.95) angle = -0.780256 floor = 1 active = true }
			area guard_7 { rect = (97.40,156.60,98.91,155.07) angle = -2.56358 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 = (101.16,142.87,102.96,141.05) angle = -1.7362 floor = 1 active = true }
			area soldier_0 { rect = (103.83,179.28,106.76,177.11) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (88.17,180.77,90.96,178.91) angle = 1.02514 floor = 1 active = true }
			area soldier_2 { rect = (115.20,191.94,117.84,189.61) angle = -3.74668 floor = 1 active = true }
			area soldier_3 { rect = (130.76,176.65,133.11,174.92) angle = -3.9585 floor = 1 active = true }
			area soldier_4 { rect = (136.19,156.62,139.19,153.97) angle = -3.22507 floor = 1 active = true }
			area soldier_5 { rect = (146.04,155.45,148.06,153.71) angle = -3.59771 floor = 1 active = true }
			area soldier_6 { rect = (175.41,127.98,177.47,125.37) angle = 0.743159 floor = 1 active = true }
			area soldier_7 { rect = (181.02,148.15,182.94,145.73) angle = -0.294875 floor = 1 active = true }
			area soldier_8 { rect = (184.35,115.87,186.44,113.26) angle = -2.29081 floor = 1 active = true }
			area soldier_9 { rect = (205.47,128.27,207.83,125.54) angle = 0.804091 floor = 1 active = true }
			area guard_10 { rect = (186.11,152.74,188.23,151.24) angle = -0.576503 floor = 1 active = true }
			area guard_11 { rect = (147.22,86.61,150.16,83.43) angle = 0.801303 floor = 1 active = true }
			area guard_12 { rect = (168.92,69.61,173.21,66.08) angle = -2.33499 floor = 1 active = true }
			area guard_13 { rect = (171.75,90.27,174.49,88.06) angle = -2.80276 floor = 1 active = true }
			area guard_14 { rect = (159.78,104.90,160.88,103.39) angle = -4.16402 floor = 1 active = true }
			area guard_15 { rect = (172.30,108.50,173.84,107.04) angle = -2.83523 floor = 1 active = true }
			area guard_16 { rect = (153.02,138.66,151.63,136.94) angle = -4.64947 floor = 1 active = true }
			area guard_17 { rect = (90.43,182.46,92.60,180.97) angle = -2.64094 floor = 1 active = true }
			area guard_18 { rect = (95.43,184.46,97.60,182.97) angle = -3.64094 floor = 1 active = true }
			area guard_19 { rect = (85.43,180.46,83.60,178.97) angle = -2.24094 floor = 1 active = true }
			area soldier_10 { rect = (169.21,100.71,172.98,97.29) angle = -3.17899 floor = 1 active = true }
			area soldier_11 { rect = (82.17,159.10,83.79,157.12) angle = 0.588913 floor = 1 active = true }
			area soldier_12 { rect = (67.84,154.55,69.41,152.74) angle = -2.55862 floor = 1 active = true }
			area soldier_13 { rect = (60.22,143.83,62.10,141.97) angle = 1.17553 floor = 1 active = true }
			area soldier_14 { rect = (59.45,139.65,61.18,137.67) angle = 1.10087 floor = 1 active = true }
			area soldier_15 { rect = (88.97,183.09,91.13,180.91) angle = -2.25614 floor = 1 active = true }
			area soldier_16 { rect = (62.84,156.55,67.41,154.74) angle = 2.55862 floor = 1 active = true }
			area soldier_17 { rect = (58.22,141.83,60.10,138.97) angle = -1.17553 floor = 1 active = true }
			area soldier_18 { rect = (58.45,137.65,59.18,135.67) angle = 1.50087 floor = 1 active = true }
			area soldier_19 { rect = (90.97,185.09,93.13,182.91) angle = -2.65614 floor = 1 active = true }
			area sniper_0 { rect = (61.89,158.54,64.10,156.58) angle = -1.91431 floor = 1 active = true }
			area sniper_1 { rect = (66.45,117.62,68.25,115.06) angle = 1.45174 floor = 1 active = true }
			area sniper_2 { rect = (83.95,117.41,82.35,115.71) angle = -3.56547 floor = 1 active = true }
			area sniper_3 { rect = (119.92,166.34,122.18,162.86) angle = -3.43422 floor = 1 active = true }
			area sniper_4 { rect = (185.79,131.16,189.27,126.81) angle = -1.56913 floor = 1 active = true }
			area sniper_5 { rect = (133.74,172.14,136.27,168.87) angle = -1.35461 floor = 1 active = true }
			area sniper_6 { rect = (121.59,186.74,124.23,184.54) angle = 0.771366 floor = 1 active = true }
			area sniper_7 { rect = (139.68,184.92,141.81,182.85) angle = -3.66612 floor = 1 active = true }
			area sniper_8 { rect = (144.24,165.53,146.79,163.56) angle = -4.58313 floor = 1 active = true }
			area sniper_9 { rect = (157.53,170.95,160.19,168.83) angle = 0.735641 floor = 1 active = true }
			area leader_0 { rect = (195.22,144.70,197.65,142.12) angle = -2.42307 floor = 1 active = true }
			area leader_1 { rect = (79.75,102.34,82.99,98.65) angle = 0.887437 floor = 1 active = true }
			area leader_2 { rect = (103.58,161.90,105.26,160.04) angle = -3.30221 floor = 1 active = true }
			area leader_3 { rect = (90.04,174.32,92.40,171.01) angle = -4.0725 floor = 1 active = true }
			area leader_4 { rect = (120.78,167.17,122.22,165.25) angle = -3.96239 floor = 1 active = true }
			area leader_5 { rect = (135.62,148.03,138.63,145.95) angle = -3.59431 floor = 1 active = true }
			area leader_6 { rect = (132.19,166.77,134.04,164.24) angle = -3.48937 floor = 1 active = true }
			area leader_7 { rect = (105.58,156.70,107.10,155.28) angle = -2.19891 floor = 1 active = true }
			area leader_8 { rect = (119.41,182.26,122.10,178.56) angle = -3.50837 floor = 1 active = true }
			area leader_9 { rect = (134.36,178.85,136.58,176.51) angle = -3.23294 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
		}
	}

	player marauders
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area guard_0 { rect = (83.58,121.28,85.07,120.21) angle = -3.89105 floor = 1 active = true }
			area guard_1 { rect = (64.27,143.66,65.37,141.87) angle = -4.49073 floor = 1 active = true }
			area guard_2 { rect = (78.85,101.92,80.38,100.17) angle = -2.96015 floor = 1 active = true }
			area guard_3 { rect = (93.51,107.62,95.23,106.14) angle = -2.70616 floor = 1 active = true }
			area guard_4 { rect = (79.62,155.46,81.08,154.01) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (89.08,152.99,90.35,151.60) angle = -1.05556 floor = 1 active = true }
			area guard_6 { rect = (97.11,142.62,98.64,140.95) angle = -0.780256 floor = 1 active = true }
			area guard_7 { rect = (97.40,156.60,98.91,155.07) angle = -2.56358 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 = (101.16,142.87,102.96,141.05) angle = -1.7362 floor = 1 active = true }
			area soldier_0 { rect = (103.83,179.28,106.76,177.11) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (88.17,180.77,90.96,178.91) angle = 1.02514 floor = 1 active = true }
			area soldier_2 { rect = (115.20,191.94,117.84,189.61) angle = -3.74668 floor = 1 active = true }
			area soldier_3 { rect = (130.76,176.65,133.11,174.92) angle = -3.9585 floor = 1 active = true }
			area soldier_4 { rect = (136.19,156.62,139.19,153.97) angle = -3.22507 floor = 1 active = true }
			area soldier_5 { rect = (146.04,155.45,148.06,153.71) angle = -3.59771 floor = 1 active = true }
			area soldier_6 { rect = (175.41,127.98,177.47,125.37) angle = 0.743159 floor = 1 active = true }
			area soldier_7 { rect = (181.02,148.15,182.94,145.73) angle = -0.294875 floor = 1 active = true }
			area soldier_8 { rect = (184.35,115.87,186.44,113.26) angle = -2.29081 floor = 1 active = true }
			area soldier_9 { rect = (205.47,128.27,207.83,125.54) angle = 0.804091 floor = 1 active = true }
			area guard_10 { rect = (186.11,152.74,188.23,151.24) angle = -0.576503 floor = 1 active = true }
			area guard_11 { rect = (147.22,86.61,150.16,83.43) angle = 0.801303 floor = 1 active = true }
			area guard_12 { rect = (168.92,69.61,173.21,66.08) angle = -2.33499 floor = 1 active = true }
			area guard_13 { rect = (171.75,90.27,174.49,88.06) angle = -2.80276 floor = 1 active = true }
			area guard_14 { rect = (159.78,104.90,160.88,103.39) angle = -4.16402 floor = 1 active = true }
			area guard_15 { rect = (172.30,108.50,173.84,107.04) angle = -2.83523 floor = 1 active = true }
			area guard_16 { rect = (153.02,138.66,151.63,136.94) angle = -4.64947 floor = 1 active = true }
			area guard_17 { rect = (90.43,182.46,92.60,180.97) angle = -2.64094 floor = 1 active = true }
			area guard_18 { rect = (95.43,184.46,97.60,182.97) angle = -3.64094 floor = 1 active = true }
			area guard_19 { rect = (85.43,180.46,83.60,178.97) angle = -2.24094 floor = 1 active = true }
			area soldier_10 { rect = (169.21,100.71,172.98,97.29) angle = -3.17899 floor = 1 active = true }
			area soldier_11 { rect = (82.17,159.10,83.79,157.12) angle = 0.588913 floor = 1 active = true }
			area soldier_12 { rect = (67.84,154.55,69.41,152.74) angle = -2.55862 floor = 1 active = true }
			area soldier_13 { rect = (60.22,143.83,62.10,141.97) angle = 1.17553 floor = 1 active = true }
			area soldier_14 { rect = (59.45,139.65,61.18,137.67) angle = 1.10087 floor = 1 active = true }
			area soldier_15 { rect = (88.97,183.09,91.13,180.91) angle = -2.25614 floor = 1 active = true }
			area soldier_16 { rect = (62.84,156.55,67.41,154.74) angle = 2.55862 floor = 1 active = true }
			area soldier_17 { rect = (58.22,141.83,60.10,138.97) angle = -1.17553 floor = 1 active = true }
			area soldier_18 { rect = (58.45,137.65,59.18,135.67) angle = 1.50087 floor = 1 active = true }
			area soldier_19 { rect = (90.97,185.09,93.13,182.91) angle = -2.65614 floor = 1 active = true }
			area sniper_0 { rect = (61.89,158.54,64.10,156.58) angle = -1.91431 floor = 1 active = true }
			area sniper_1 { rect = (66.45,117.62,68.25,115.06) angle = 1.45174 floor = 1 active = true }
			area sniper_2 { rect = (83.95,117.41,82.35,115.71) angle = -3.56547 floor = 1 active = true }
			area sniper_3 { rect = (119.92,166.34,122.18,162.86) angle = -3.43422 floor = 1 active = true }
			area sniper_4 { rect = (185.79,131.16,189.27,126.81) angle = -1.56913 floor = 1 active = true }
			area sniper_5 { rect = (133.74,172.14,136.27,168.87) angle = -1.35461 floor = 1 active = true }
			area sniper_6 { rect = (121.59,186.74,124.23,184.54) angle = 0.771366 floor = 1 active = true }
			area sniper_7 { rect = (139.68,184.92,141.81,182.85) angle = -3.66612 floor = 1 active = true }
			area sniper_8 { rect = (144.24,165.53,146.79,163.56) angle = -4.58313 floor = 1 active = true }
			area sniper_9 { rect = (157.53,170.95,160.19,168.83) angle = 0.735641 floor = 1 active = true }
			area leader_0 { rect = (195.22,144.70,197.65,142.12) angle = -2.42307 floor = 1 active = true }
			area leader_1 { rect = (79.75,102.34,82.99,98.65) angle = 0.887437 floor = 1 active = true }
			area leader_2 { rect = (103.58,161.90,105.26,160.04) angle = -3.30221 floor = 1 active = true }
			area leader_3 { rect = (90.04,174.32,92.40,171.01) angle = -4.0725 floor = 1 active = true }
			area leader_4 { rect = (120.78,167.17,122.22,165.25) angle = -3.96239 floor = 1 active = true }
			area leader_5 { rect = (135.62,148.03,138.63,145.95) angle = -3.59431 floor = 1 active = true }
			area leader_6 { rect = (132.19,166.77,134.04,164.24) angle = -3.48937 floor = 1 active = true }
			area leader_7 { rect = (105.58,156.70,107.10,155.28) angle = -2.19891 floor = 1 active = true }
			area leader_8 { rect = (119.41,182.26,122.10,178.56) angle = -3.50837 floor = 1 active = true }
			area leader_9 { rect = (134.36,178.85,136.58,176.51) angle = -3.23294 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
		}
	}

	player client
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area guard_0 { rect = (83.58,121.28,85.07,120.21) angle = -3.89105 floor = 1 active = true }
			area guard_1 { rect = (64.27,143.66,65.37,141.87) angle = -4.49073 floor = 1 active = true }
			area guard_2 { rect = (78.85,101.92,80.38,100.17) angle = -2.96015 floor = 1 active = true }
			area guard_3 { rect = (93.51,107.62,95.23,106.14) angle = -2.70616 floor = 1 active = true }
			area guard_4 { rect = (79.62,155.46,81.08,154.01) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (89.08,152.99,90.35,151.60) angle = -1.05556 floor = 1 active = true }
			area guard_6 { rect = (97.11,142.62,98.64,140.95) angle = -0.780256 floor = 1 active = true }
			area guard_7 { rect = (97.40,156.60,98.91,155.07) angle = -2.56358 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 = (101.16,142.87,102.96,141.05) angle = -1.7362 floor = 1 active = true }
			area soldier_0 { rect = (103.83,179.28,106.76,177.11) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (88.17,180.77,90.96,178.91) angle = 1.02514 floor = 1 active = true }
			area soldier_2 { rect = (115.20,191.94,117.84,189.61) angle = -3.74668 floor = 1 active = true }
			area soldier_3 { rect = (130.76,176.65,133.11,174.92) angle = -3.9585 floor = 1 active = true }
			area soldier_4 { rect = (136.19,156.62,139.19,153.97) angle = -3.22507 floor = 1 active = true }
			area soldier_5 { rect = (146.04,155.45,148.06,153.71) angle = -3.59771 floor = 1 active = true }
			area soldier_6 { rect = (175.41,127.98,177.47,125.37) angle = 0.743159 floor = 1 active = true }
			area soldier_7 { rect = (181.02,148.15,182.94,145.73) angle = -0.294875 floor = 1 active = true }
			area soldier_8 { rect = (184.35,115.87,186.44,113.26) angle = -2.29081 floor = 1 active = true }
			area soldier_9 { rect = (205.47,128.27,207.83,125.54) angle = 0.804091 floor = 1 active = true }
			area guard_10 { rect = (186.11,152.74,188.23,151.24) angle = -0.576503 floor = 1 active = true }
			area guard_11 { rect = (147.22,86.61,150.16,83.43) angle = 0.801303 floor = 1 active = true }
			area guard_12 { rect = (168.92,69.61,173.21,66.08) angle = -2.33499 floor = 1 active = true }
			area guard_13 { rect = (171.75,90.27,174.49,88.06) angle = -2.80276 floor = 1 active = true }
			area guard_14 { rect = (159.78,104.90,160.88,103.39) angle = -4.16402 floor = 1 active = true }
			area guard_15 { rect = (172.30,108.50,173.84,107.04) angle = -2.83523 floor = 1 active = true }
			area guard_16 { rect = (153.02,138.66,151.63,136.94) angle = -4.64947 floor = 1 active = true }
			area guard_17 { rect = (90.43,182.46,92.60,180.97) angle = -2.64094 floor = 1 active = true }
			area guard_18 { rect = (95.43,184.46,97.60,182.97) angle = -3.64094 floor = 1 active = true }
			area guard_19 { rect = (85.43,180.46,83.60,178.97) angle = -2.24094 floor = 1 active = true }
			area soldier_10 { rect = (169.21,100.71,172.98,97.29) angle = -3.17899 floor = 1 active = true }
			area soldier_11 { rect = (82.17,159.10,83.79,157.12) angle = 0.588913 floor = 1 active = true }
			area soldier_12 { rect = (67.84,154.55,69.41,152.74) angle = -2.55862 floor = 1 active = true }
			area soldier_13 { rect = (60.22,143.83,62.10,141.97) angle = 1.17553 floor = 1 active = true }
			area soldier_14 { rect = (59.45,139.65,61.18,137.67) angle = 1.10087 floor = 1 active = true }
			area soldier_15 { rect = (88.97,183.09,91.13,180.91) angle = -2.25614 floor = 1 active = true }
			area soldier_16 { rect = (62.84,156.55,67.41,154.74) angle = 2.55862 floor = 1 active = true }
			area soldier_17 { rect = (58.22,141.83,60.10,138.97) angle = -1.17553 floor = 1 active = true }
			area soldier_18 { rect = (58.45,137.65,59.18,135.67) angle = 1.50087 floor = 1 active = true }
			area soldier_19 { rect = (90.97,185.09,93.13,182.91) angle = -2.65614 floor = 1 active = true }
			area sniper_0 { rect = (61.89,158.54,64.10,156.58) angle = -1.91431 floor = 1 active = true }
			area sniper_1 { rect = (66.45,117.62,68.25,115.06) angle = 1.45174 floor = 1 active = true }
			area sniper_2 { rect = (83.95,117.41,82.35,115.71) angle = -3.56547 floor = 1 active = true }
			area sniper_3 { rect = (119.92,166.34,122.18,162.86) angle = -3.43422 floor = 1 active = true }
			area sniper_4 { rect = (185.79,131.16,189.27,126.81) angle = -1.56913 floor = 1 active = true }
			area sniper_5 { rect = (133.74,172.14,136.27,168.87) angle = -1.35461 floor = 1 active = true }
			area sniper_6 { rect = (121.59,186.74,124.23,184.54) angle = 0.771366 floor = 1 active = true }
			area sniper_7 { rect = (139.68,184.92,141.81,182.85) angle = -3.66612 floor = 1 active = true }
			area sniper_8 { rect = (144.24,165.53,146.79,163.56) angle = -4.58313 floor = 1 active = true }
			area sniper_9 { rect = (157.53,170.95,160.19,168.83) angle = 0.735641 floor = 1 active = true }
			area leader_0 { rect = (195.22,144.70,197.65,142.12) angle = -2.42307 floor = 1 active = true }
			area leader_1 { rect = (79.75,102.34,82.99,98.65) angle = 0.887437 floor = 1 active = true }
			area leader_2 { rect = (103.58,161.90,105.26,160.04) angle = -3.30221 floor = 1 active = true }
			area leader_3 { rect = (90.04,174.32,92.40,171.01) angle = -4.0725 floor = 1 active = true }
			area leader_4 { rect = (120.78,167.17,122.22,165.25) angle = -3.96239 floor = 1 active = true }
			area leader_5 { rect = (135.62,148.03,138.63,145.95) angle = -3.59431 floor = 1 active = true }
			area leader_6 { rect = (132.19,166.77,134.04,164.24) angle = -3.48937 floor = 1 active = true }
			area leader_7 { rect = (105.58,156.70,107.10,155.28) angle = -2.19891 floor = 1 active = true }
			area leader_8 { rect = (119.41,182.26,122.10,178.56) angle = -3.50837 floor = 1 active = true }
			area leader_9 { rect = (134.36,178.85,136.58,176.51) angle = -3.23294 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
		}
	}

	player butsi
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area guard_0 { rect = (83.58,121.28,85.07,120.21) angle = -3.89105 floor = 1 active = true }
			area guard_1 { rect = (64.27,143.66,65.37,141.87) angle = -4.49073 floor = 1 active = true }
			area guard_2 { rect = (78.85,101.92,80.38,100.17) angle = -2.96015 floor = 1 active = true }
			area guard_3 { rect = (93.51,107.62,95.23,106.14) angle = -2.70616 floor = 1 active = true }
			area guard_4 { rect = (79.62,155.46,81.08,154.01) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (89.08,152.99,90.35,151.60) angle = -1.05556 floor = 1 active = true }
			area guard_6 { rect = (97.11,142.62,98.64,140.95) angle = -0.780256 floor = 1 active = true }
			area guard_7 { rect = (97.40,156.60,98.91,155.07) angle = -2.56358 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 = (101.16,142.87,102.96,141.05) angle = -1.7362 floor = 1 active = true }
			area soldier_0 { rect = (103.83,179.28,106.76,177.11) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (88.17,180.77,90.96,178.91) angle = 1.02514 floor = 1 active = true }
			area soldier_2 { rect = (115.20,191.94,117.84,189.61) angle = -3.74668 floor = 1 active = true }
			area soldier_3 { rect = (130.76,176.65,133.11,174.92) angle = -3.9585 floor = 1 active = true }
			area soldier_4 { rect = (136.19,156.62,139.19,153.97) angle = -3.22507 floor = 1 active = true }
			area soldier_5 { rect = (146.04,155.45,148.06,153.71) angle = -3.59771 floor = 1 active = true }
			area soldier_6 { rect = (175.41,127.98,177.47,125.37) angle = 0.743159 floor = 1 active = true }
			area soldier_7 { rect = (181.02,148.15,182.94,145.73) angle = -0.294875 floor = 1 active = true }
			area soldier_8 { rect = (184.35,115.87,186.44,113.26) angle = -2.29081 floor = 1 active = true }
			area soldier_9 { rect = (205.47,128.27,207.83,125.54) angle = 0.804091 floor = 1 active = true }
			area guard_10 { rect = (186.11,152.74,188.23,151.24) angle = -0.576503 floor = 1 active = true }
			area guard_11 { rect = (147.22,86.61,150.16,83.43) angle = 0.801303 floor = 1 active = true }
			area guard_12 { rect = (168.92,69.61,173.21,66.08) angle = -2.33499 floor = 1 active = true }
			area guard_13 { rect = (171.75,90.27,174.49,88.06) angle = -2.80276 floor = 1 active = true }
			area guard_14 { rect = (159.78,104.90,160.88,103.39) angle = -4.16402 floor = 1 active = true }
			area guard_15 { rect = (172.30,108.50,173.84,107.04) angle = -2.83523 floor = 1 active = true }
			area guard_16 { rect = (153.02,138.66,151.63,136.94) angle = -4.64947 floor = 1 active = true }
			area guard_17 { rect = (90.43,182.46,92.60,180.97) angle = -2.64094 floor = 1 active = true }
			area guard_18 { rect = (95.43,184.46,97.60,182.97) angle = -3.64094 floor = 1 active = true }
			area guard_19 { rect = (85.43,180.46,83.60,178.97) angle = -2.24094 floor = 1 active = true }
			area soldier_10 { rect = (169.21,100.71,172.98,97.29) angle = -3.17899 floor = 1 active = true }
			area soldier_11 { rect = (82.17,159.10,83.79,157.12) angle = 0.588913 floor = 1 active = true }
			area soldier_12 { rect = (67.84,154.55,69.41,152.74) angle = -2.55862 floor = 1 active = true }
			area soldier_13 { rect = (60.22,143.83,62.10,141.97) angle = 1.17553 floor = 1 active = true }
			area soldier_14 { rect = (59.45,139.65,61.18,137.67) angle = 1.10087 floor = 1 active = true }
			area soldier_15 { rect = (88.97,183.09,91.13,180.91) angle = -2.25614 floor = 1 active = true }
			area soldier_16 { rect = (62.84,156.55,67.41,154.74) angle = 2.55862 floor = 1 active = true }
			area soldier_17 { rect = (58.22,141.83,60.10,138.97) angle = -1.17553 floor = 1 active = true }
			area soldier_18 { rect = (58.45,137.65,59.18,135.67) angle = 1.50087 floor = 1 active = true }
			area soldier_19 { rect = (90.97,185.09,93.13,182.91) angle = -2.65614 floor = 1 active = true }
			area sniper_0 { rect = (61.89,158.54,64.10,156.58) angle = -1.91431 floor = 1 active = true }
			area sniper_1 { rect = (66.45,117.62,68.25,115.06) angle = 1.45174 floor = 1 active = true }
			area sniper_2 { rect = (83.95,117.41,82.35,115.71) angle = -3.56547 floor = 1 active = true }
			area sniper_3 { rect = (119.92,166.34,122.18,162.86) angle = -3.43422 floor = 1 active = true }
			area sniper_4 { rect = (185.79,131.16,189.27,126.81) angle = -1.56913 floor = 1 active = true }
			area sniper_5 { rect = (133.74,172.14,136.27,168.87) angle = -1.35461 floor = 1 active = true }
			area sniper_6 { rect = (121.59,186.74,124.23,184.54) angle = 0.771366 floor = 1 active = true }
			area sniper_7 { rect = (139.68,184.92,141.81,182.85) angle = -3.66612 floor = 1 active = true }
			area sniper_8 { rect = (144.24,165.53,146.79,163.56) angle = -4.58313 floor = 1 active = true }
			area sniper_9 { rect = (157.53,170.95,160.19,168.83) angle = 0.735641 floor = 1 active = true }
			area leader_0 { rect = (195.22,144.70,197.65,142.12) angle = -2.42307 floor = 1 active = true }
			area leader_1 { rect = (79.75,102.34,82.99,98.65) angle = 0.887437 floor = 1 active = true }
			area leader_2 { rect = (103.58,161.90,105.26,160.04) angle = -3.30221 floor = 1 active = true }
			area leader_3 { rect = (90.04,174.32,92.40,171.01) angle = -4.0725 floor = 1 active = true }
			area leader_4 { rect = (120.78,167.17,122.22,165.25) angle = -3.96239 floor = 1 active = true }
			area leader_5 { rect = (135.62,148.03,138.63,145.95) angle = -3.59431 floor = 1 active = true }
			area leader_6 { rect = (132.19,166.77,134.04,164.24) angle = -3.48937 floor = 1 active = true }
			area leader_7 { rect = (105.58,156.70,107.10,155.28) angle = -2.19891 floor = 1 active = true }
			area leader_8 { rect = (119.41,182.26,122.10,178.56) angle = -3.50837 floor = 1 active = true }
			area leader_9 { rect = (134.36,178.85,136.58,176.51) angle = -3.23294 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
		}
	}

	player dictator
	{
		maxsquads = 4

		spawn
		{
			area south { rect = (52.55,108.27,81.21,104.37) angle = 0 floor = 1 active = true }
			area west { rect = (48.16,127.10,44.75,114.34) angle = -1.60831 floor = 1 active = true }
			area north { rect = (115.59,192.48,93.36,188.65) angle = -2.51748 floor = 1 active = true }
			area east { rect = (213.28,107.39,215.73,132.60) angle = 1.3169 floor = 1 active = true }
			area guard_0 { rect = (83.58,121.28,85.07,120.21) angle = -3.89105 floor = 1 active = true }
			area guard_1 { rect = (64.27,143.66,65.37,141.87) angle = -4.49073 floor = 1 active = true }
			area guard_2 { rect = (78.85,101.92,80.38,100.17) angle = -2.96015 floor = 1 active = true }
			area guard_3 { rect = (93.51,107.62,95.23,106.14) angle = -2.70616 floor = 1 active = true }
			area guard_4 { rect = (79.62,155.46,81.08,154.01) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (89.08,152.99,90.35,151.60) angle = -1.05556 floor = 1 active = true }
			area guard_6 { rect = (97.11,142.62,98.64,140.95) angle = -0.780256 floor = 1 active = true }
			area guard_7 { rect = (97.40,156.60,98.91,155.07) angle = -2.56358 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 = (101.16,142.87,102.96,141.05) angle = -1.7362 floor = 1 active = true }
			area soldier_0 { rect = (103.83,179.28,106.76,177.11) angle = 0 floor = 1 active = true }
			area soldier_1 { rect = (88.17,180.77,90.96,178.91) angle = 1.02514 floor = 1 active = true }
			area soldier_2 { rect = (115.20,191.94,117.84,189.61) angle = -3.74668 floor = 1 active = true }
			area soldier_3 { rect = (130.76,176.65,133.11,174.92) angle = -3.9585 floor = 1 active = true }
			area soldier_4 { rect = (136.19,156.62,139.19,153.97) angle = -3.22507 floor = 1 active = true }
			area soldier_5 { rect = (146.04,155.45,148.06,153.71) angle = -3.59771 floor = 1 active = true }
			area soldier_6 { rect = (175.41,127.98,177.47,125.37) angle = 0.743159 floor = 1 active = true }
			area soldier_7 { rect = (181.02,148.15,182.94,145.73) angle = -0.294875 floor = 1 active = true }
			area soldier_8 { rect = (184.35,115.87,186.44,113.26) angle = -2.29081 floor = 1 active = true }
			area soldier_9 { rect = (205.47,128.27,207.83,125.54) angle = 0.804091 floor = 1 active = true }
			area guard_10 { rect = (186.11,152.74,188.23,151.24) angle = -0.576503 floor = 1 active = true }
			area guard_11 { rect = (147.22,86.61,150.16,83.43) angle = 0.801303 floor = 1 active = true }
			area guard_12 { rect = (168.92,69.61,173.21,66.08) angle = -2.33499 floor = 1 active = true }
			area guard_13 { rect = (171.75,90.27,174.49,88.06) angle = -2.80276 floor = 1 active = true }
			area guard_14 { rect = (159.78,104.90,160.88,103.39) angle = -4.16402 floor = 1 active = true }
			area guard_15 { rect = (172.30,108.50,173.84,107.04) angle = -2.83523 floor = 1 active = true }
			area guard_16 { rect = (153.02,138.66,151.63,136.94) angle = -4.64947 floor = 1 active = true }
			area guard_17 { rect = (90.43,182.46,92.60,180.97) angle = -2.64094 floor = 1 active = true }
			area guard_18 { rect = (95.43,184.46,97.60,182.97) angle = -3.64094 floor = 1 active = true }
			area guard_19 { rect = (85.43,180.46,83.60,178.97) angle = -2.24094 floor = 1 active = true }			area soldier_10 { rect = (169.21,100.71,172.98,97.29) angle = -3.17899 floor = 1 active = true }
			area soldier_11 { rect = (82.17,159.10,83.79,157.12) angle = 0.588913 floor = 1 active = true }
			area soldier_12 { rect = (67.84,154.55,69.41,152.74) angle = -2.55862 floor = 1 active = true }
			area soldier_13 { rect = (60.22,143.83,62.10,141.97) angle = 1.17553 floor = 1 active = true }
			area soldier_14 { rect = (59.45,139.65,61.18,137.67) angle = 1.10087 floor = 1 active = true }
			area soldier_15 { rect = (88.97,183.09,91.13,180.91) angle = -2.25614 floor = 1 active = true }
			area soldier_16 { rect = (62.84,156.55,67.41,154.74) angle = 2.55862 floor = 1 active = true }
			area soldier_17 { rect = (58.22,141.83,60.10,138.97) angle = -1.17553 floor = 1 active = true }
			area soldier_18 { rect = (58.45,137.65,59.18,135.67) angle = 1.50087 floor = 1 active = true }
			area soldier_19 { rect = (90.97,185.09,93.13,182.91) angle = -2.65614 floor = 1 active = true }
			area sniper_0 { rect = (61.89,158.54,64.10,156.58) angle = -1.91431 floor = 1 active = true }
			area sniper_1 { rect = (66.45,117.62,68.25,115.06) angle = 1.45174 floor = 1 active = true }
			area sniper_2 { rect = (83.95,117.41,82.35,115.71) angle = -3.56547 floor = 1 active = true }
			area sniper_3 { rect = (119.92,166.34,122.18,162.86) angle = -3.43422 floor = 1 active = true }
			area sniper_4 { rect = (185.79,131.16,189.27,126.81) angle = -1.56913 floor = 1 active = true }
			area sniper_5 { rect = (133.74,172.14,136.27,168.87) angle = -1.35461 floor = 1 active = true }
			area sniper_6 { rect = (121.59,186.74,124.23,184.54) angle = 0.771366 floor = 1 active = true }
			area sniper_7 { rect = (139.68,184.92,141.81,182.85) angle = -3.66612 floor = 1 active = true }
			area sniper_8 { rect = (144.24,165.53,146.79,163.56) angle = -4.58313 floor = 1 active = true }
			area sniper_9 { rect = (157.53,170.95,160.19,168.83) angle = 0.735641 floor = 1 active = true }
			area leader_0 { rect = (195.22,144.70,197.65,142.12) angle = -2.42307 floor = 1 active = true }
			area leader_1 { rect = (79.75,102.34,82.99,98.65) angle = 0.887437 floor = 1 active = true }
			area leader_2 { rect = (103.58,161.90,105.26,160.04) angle = -3.30221 floor = 1 active = true }
			area leader_3 { rect = (90.04,174.32,92.40,171.01) angle = -4.0725 floor = 1 active = true }
			area leader_4 { rect = (120.78,167.17,122.22,165.25) angle = -3.96239 floor = 1 active = true }
			area leader_5 { rect = (135.62,148.03,138.63,145.95) angle = -3.59431 floor = 1 active = true }
			area leader_6 { rect = (132.19,166.77,134.04,164.24) angle = -3.48937 floor = 1 active = true }
			area leader_7 { rect = (105.58,156.70,107.10,155.28) angle = -2.19891 floor = 1 active = true }
			area leader_8 { rect = (119.41,182.26,122.10,178.56) angle = -3.50837 floor = 1 active = true }
			area leader_9 { rect = (134.36,178.85,136.58,176.51) angle = -3.23294 floor = 1 active = true }
		}

		relations
		{
			neutral = mercs
		}
	}

	finishing
	{
	}

}
