mission
{
	level
	{
		file = random_01
		land = summer
		time = brf_day
		backstage = environment\black
	}

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

	upgrades
	{
		roadblock_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		roadblock_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		roadblock_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		roadblock_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		roadblock_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		roadblock_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		roadblock_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		roadblock_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		roadblock_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		roadblock_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		roadblock_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		roadblock_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		roadblock_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		roadblock_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		roadblock_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		roadblock_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

	}
	containers
	{
	}
	player mercs
	{
		description = mercs
		briefing = mercs
		maxsquads = 6


		spawn
		{
			area south { rect = (102.33,13.64,11.03,10.98) angle = 0 floor = 1 active = true }
			area west { rect = (11.75,13.33,9.62,104.06) angle = -1.56474 floor = 1 active = true }
			area north { rect = (12.23,104.26,103.27,105.41) angle = -3.12045 floor = 1 active = true }
			area east { rect = (102.30,103.91,104.73,12.51) angle = 1.56058 floor = 1 active = true }
			area defence { rect = (35.00,38.36,83.07,79.57) angle = 0 floor = 1 active = true }
		}

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

	player dictator
	{
		maxsquads = 6


		reinforcement army_1	{ desc = regular_normal spawn { pose = stand origin = (48.88, 54.61) angle = -3.62804 floor = 1 } things {army_l01_heavy_b_01,army_l01_heavy_b_02,army_l01_heavy_b_03,army_l01_heavy_a_03,army_l01_heavy_a_02,army_l01_heavy_a_01} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_2	{ desc = regular_normal_02 spawn { pose = stand origin = (54.56, 54.65) angle = -3.88066 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,army_l01_soldier_b_04,army_l01_soldier_b_05} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_3	{ desc = regular_normal spawn { pose = stand origin = (46.12, 59.76) angle = -4.08109 floor = 1 } things {army_l01_soldier_b_05,army_l01_soldier_b_04,army_l01_soldier_b_03,army_l01_soldier_b_02,army_l01_soldier_b_01,army_l01_soldier_a_05,army_l01_soldier_a_04,army_l01_soldier_a_03,army_l01_soldier_a_02,army_l01_soldier_a_01} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_4	{ desc = regular_sniper spawn { pose = stand origin = (79.73, 59.07) angle = -3.10536 floor = 1 } things {army_l01_sniper_a_01,army_l01_sniper_a_02,army_l01_sniper_b_01,army_l01_sniper_b_02} specialization = sniper behavior = squaddy(gang) }
		reinforcement army_5	{ desc = regular_normal spawn { pose = stand origin = (74.60, 58.32) angle = -2.8966 floor = 1 } things {army_l01_soldier_b_02,army_l01_soldier_b_05,army_l01_soldier_b_04,army_l01_soldier_b_03,army_l01_soldier_b_01,army_l01_soldier_a_05,army_l01_soldier_a_04,army_l01_soldier_a_03,army_l01_soldier_a_02,army_l01_soldier_a_01} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_6	{ desc = regular_officer_01 spawn { pose = stand origin = (66.30, 45.30) angle = -2.47772 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 = guard behavior = squad_leader(gang) }
		reinforcement army_7	{ desc = regular_normal spawn { pose = stand origin = (22.58, 35.07) angle = -2.10369 floor = 1 } things {army_l01_soldier_b_02,army_l01_soldier_b_05,army_l01_soldier_b_04,army_l01_soldier_b_03,army_l01_soldier_b_01,army_l01_soldier_a_05,army_l01_soldier_a_04,army_l01_soldier_a_03,army_l01_soldier_a_02,army_l01_soldier_a_01} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_8	{ desc = regular_normal_02 spawn { pose = sit origin = (20.54, 69.84) angle = -2.67306 floor = 1 } things {army_l01_sniper_a_01,army_l01_sniper_a_02,army_l01_sniper_b_01,army_l01_sniper_b_02} specialization = sniper behavior = squaddy(gang) }
		reinforcement army_9	{ desc = regular_normal_02 spawn { pose = stand origin = (65.33, 74.32) angle = -8.74228e-08 floor = 1 } things {army_l01_soldier_b_02,army_l01_soldier_b_05,army_l01_soldier_b_04,army_l01_soldier_b_03,army_l01_soldier_b_01,army_l01_soldier_a_05,army_l01_soldier_a_04,army_l01_soldier_a_03,army_l01_soldier_a_02,army_l01_soldier_a_01} specialization = soldier behavior = squaddy(gang) }
		reinforcement army_10	{ desc = regular_normal spawn { pose = stand origin = (90.60, 77.85) angle = -8.74228e-08 floor = 1 } things {army_l01_soldier_b_02,army_l01_soldier_b_05,army_l01_soldier_b_04,army_l01_soldier_b_03,army_l01_soldier_b_01,army_l01_soldier_a_05,army_l01_soldier_a_04,army_l01_soldier_a_03,army_l01_soldier_a_02,army_l01_soldier_a_01} specialization = soldier behavior = squaddy(gang) }

		spawn
		{
			area south { rect = (11.68,12.101,102.86,16.35) angle = 0 floor = 1 active = true }
			area west { rect = (11.50,15.09,13.32,104.01) angle = -1.72044 floor = 1 active = true }
			area north { rect = (102.24,103.71,12.55,103.16) angle = -3.12189 floor = 1 active = true }
			area east { rect = (103.06,12.47,101.21,103.60) angle = 1.50989 floor = 1 active = true }
			area guard_0 { rect = (31.21,53.47,29.61,52.05) angle = 1.25384 floor = 1 active = true }
			area guard_1 { rect = (32.27,46.22,30.56,44.39) angle = -4.31921 floor = 1 active = true }
			area guard_2 { rect = (35.20,28.26,33.06,26.01) angle = -1.57129 floor = 1 active = true }
			area guard_3 { rect = (62.98,22.48,60.01,20.85) angle = -3.45819 floor = 1 active = true }
			area guard_4 { rect = (24.78,72.32,26.92,70.98) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (22.87,78.20,25.28,76.75) angle = -4.31526 floor = 1 active = true }
			area guard_6 { rect = (18.14,83.67,20.23,82.24) angle = 0.943686 floor = 1 active = true }
			area guard_7 { rect = (30.81,91.16,32.99,89.27) angle = 0.398311 floor = 1 active = true }
			area guard_8 { rect = (36.94,90.87,39.28,88.14) angle = -0.717511 floor = 1 active = true }
			area guard_9 { rect = (64.07,84.15,66.48,80.25) angle = -1.46836 floor = 1 active = true }
			area soldier_0 { rect = (50.17,82.18,52.44,79.60) angle = 0.420966 floor = 1 active = true }
			area soldier_1 { rect = (55.13,80.93,56.96,78.16) angle = -1.14136 floor = 1 active = true }
			area soldier_2 { rect = (60.43,76.22,62.08,74.39) angle = -0.570988 floor = 1 active = true }
			area soldier_3 { rect = (46.33,76.51,48.84,74.17) angle = -4.36488 floor = 1 active = true }
			area soldier_4 { rect = (52.57,71.98,54.84,69.75) angle = -3.63339 floor = 1 active = true }
			area soldier_5 { rect = (58.39,69.43,60.43,66.68) angle = -0.641085 floor = 1 active = true }
			area soldier_6 { rect = (65.23,66.30,67.37,63.69) angle = -4.1268 floor = 1 active = true }
			area soldier_7 { rect = (42.95,68.57,45.89,64.19) angle = 1.25066 floor = 1 active = true }
			area soldier_8 { rect = (49.93,63.63,52.25,60.43) angle = -2.21701 floor = 1 active = true }
			area soldier_9 { rect = (49.32,58.62,47.67,57.08) angle = -4.43499 floor = 1 active = true }
			area guard_10 { rect = (39.70,65.64,38.07,63.23) angle = -2.98799 floor = 1 active = true }
			area guard_11 { rect = (42.00,46.53,44.36,44.82) angle = -2.2173 floor = 1 active = true }
			area guard_12 { rect = (43.85,38.00,46.35,35.50) angle = -1.87512 floor = 1 active = true }
			area guard_13 { rect = (63.76,40.22,66.03,38.06) angle = -1.56228 floor = 1 active = true }
			area guard_14 { rect = (67.11,28.98,64.60,26.84) angle = -2.92547 floor = 1 active = true }
			area guard_15 { rect = (80.94,42.46,78.97,40.67) angle = -1.80298 floor = 1 active = true }
			area guard_16 { rect = (80.44,29.11,82.73,27.37) angle = -1.52924 floor = 1 active = true }
			area guard_17 { rect = (86.33,54.83,88.34,52.04) angle = -2.79741 floor = 1 active = true }
			area guard_18 { rect = (69.41,55.91,71.50,53.07) angle = -2.82889 floor = 1 active = true }
			area guard_19 { rect = (69.73,48.75,71.22,46.86) angle = -1.41719 floor = 1 active = true }
			area soldier_10 { rect = (78.90,69.31,76.13,66.81) angle = -3.82148 floor = 1 active = true }
			area soldier_11 { rect = (84.20,64.54,85.59,62.78) angle = -2.68827 floor = 1 active = true }
			area soldier_12 { rect = (87.09,67.81,88.40,64.86) angle = -3.05207 floor = 1 active = true }
			area soldier_13 { rect = (85.16,78.27,82.60,75.42) angle = -1.86035 floor = 1 active = true }
			area soldier_14 { rect = (84.67,91.44,81.33,88.00) angle = -0.859923 floor = 1 active = true }
			area soldier_15 { rect = (91.29,91.21,89.55,87.91) angle = -2.49419 floor = 1 active = true }
			area soldier_16 { rect = (79.61,90.27,77.09,87.25) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (64.58,81.21,69.20,83.58) angle = 0 floor = 1 active = true }
			area soldier_18 { rect = (54.34,86.53,62.10,83.16) angle = 0 floor = 1 active = true }
			area soldier_19 { rect = (57.41,96.78,55.23,94.67) angle = -1.10588 floor = 1 active = true }
			area sniper_0 { rect = (59.69,76.78,58.07,75.07) angle = -2.38722 floor = 1 active = true }
			area sniper_1 { rect = (40.86,36.12,38.71,34.60) angle = -2.23815 floor = 1 active = true }
			area sniper_2 { rect = (33.86,19.82,32.02,17.49) angle = -1.70875 floor = 1 active = true }
			area sniper_3 { rect = (38.03,49.43,35.85,47.02) angle = -4.59532 floor = 1 active = true }
			area sniper_4 { rect = (60.82,66.00,59.22,63.50) angle = -2.17454 floor = 1 active = true }
			area sniper_5 { rect = (70.97,17.53,73.25,19.54) angle = 0 floor = 1 active = true }
			area sniper_6 { rect = (27.31,48.49,24.87,45.61) angle = -1.68638 floor = 1 active = true }
			area sniper_7 { rect = (70.46,37.32,68.27,34.89) angle = -1.73901 floor = 1 active = true }
			area sniper_8 { rect = (55.50,47.81,54.25,46.32) angle = -2.61051 floor = 1 active = true }
			area sniper_9 { rect = (76.67,55.25,75.49,53.63) angle = -2.39586 floor = 1 active = true }
			area leader_0 { rect = (72.24,39.55,70.34,37.86) angle = -1.75206 floor = 1 active = true }
			area leader_1 { rect = (68.69,30.29,71.81,32.83) angle = -1.40487 floor = 1 active = true }
			area leader_2 { rect = (22.35,32.18,19.88,30.45) angle = -2.88966 floor = 1 active = true }
			area leader_3 { rect = (29.60,46.01,26.33,48.23) angle = 1.52363 floor = 1 active = true }
			area leader_4 { rect = (48.76,73.81,47.37,71.72) angle = -4.42136 floor = 1 active = true }
			area leader_5 { rect = (38.78,69.37,40.23,67.70) angle = 0 floor = 1 active = true }
			area leader_6 { rect = (45.11,92.75,42.83,91.23) angle = 0.362851 floor = 1 active = true }
			area leader_7 { rect = (63.59,50.85,62.49,49.55) angle = -2.1768 floor = 1 active = true }
			area leader_8 { rect = (64.80,44.95,63.54,44.05) angle = -2.12572 floor = 1 active = true }
			area leader_9 { rect = (55.05,47.24,56.23,45.45) angle = -2.50527 floor = 1 active = true }
		}

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

	player client
	{
		maxsquads = 6


		spawn
		{
			area south { rect = (7.68,8.99,106.86,12.35) angle = 0 floor = 1 active = true }
			area west { rect = (7.50,11.09,9.32,108.01) angle = 0 floor = 1 active = true }
			area north { rect = (106.24,107.71,8.55,106.16) angle = 0 floor = 1 active = true }
			area east { rect = (107.06,8.47,105.21,107.60) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (31.21,53.47,29.61,52.05) angle = 1.25384 floor = 1 active = true }
			area guard_1 { rect = (32.27,46.22,30.56,44.39) angle = -4.31921 floor = 1 active = true }
			area guard_2 { rect = (35.20,28.26,33.06,26.01) angle = -1.57129 floor = 1 active = true }
			area guard_3 { rect = (62.98,22.48,60.01,20.85) angle = -3.45819 floor = 1 active = true }
			area guard_4 { rect = (24.78,72.32,26.92,70.98) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (22.87,78.20,25.28,76.75) angle = -4.31526 floor = 1 active = true }
			area guard_6 { rect = (18.14,83.67,20.23,82.24) angle = 0.943686 floor = 1 active = true }
			area guard_7 { rect = (30.81,91.16,32.99,89.27) angle = 0.398311 floor = 1 active = true }
			area guard_8 { rect = (36.94,90.87,39.28,88.14) angle = -0.717511 floor = 1 active = true }
			area guard_9 { rect = (64.07,84.15,66.48,80.25) angle = -1.46836 floor = 1 active = true }
			area soldier_0 { rect = (50.17,82.18,52.44,79.60) angle = 0.420966 floor = 1 active = true }
			area soldier_1 { rect = (55.13,80.93,56.96,78.16) angle = -1.14136 floor = 1 active = true }
			area soldier_2 { rect = (60.43,76.22,62.08,74.39) angle = -0.570988 floor = 1 active = true }
			area soldier_3 { rect = (46.33,76.51,48.84,74.17) angle = -4.36488 floor = 1 active = true }
			area soldier_4 { rect = (52.57,71.98,54.84,69.75) angle = -3.63339 floor = 1 active = true }
			area soldier_5 { rect = (58.39,69.43,60.43,66.68) angle = -0.641085 floor = 1 active = true }
			area soldier_6 { rect = (65.23,66.30,67.37,63.69) angle = -4.1268 floor = 1 active = true }
			area soldier_7 { rect = (42.95,68.57,45.89,64.19) angle = 1.25066 floor = 1 active = true }
			area soldier_8 { rect = (49.93,63.63,52.25,60.43) angle = -2.21701 floor = 1 active = true }
			area soldier_9 { rect = (49.32,58.62,47.67,57.08) angle = -4.43499 floor = 1 active = true }
			area guard_10 { rect = (39.70,65.64,38.07,63.23) angle = -2.98799 floor = 1 active = true }
			area guard_11 { rect = (42.00,46.53,44.36,44.82) angle = -2.2173 floor = 1 active = true }
			area guard_12 { rect = (43.85,38.00,46.35,35.50) angle = -1.87512 floor = 1 active = true }
			area guard_13 { rect = (63.76,40.22,66.03,38.06) angle = -1.56228 floor = 1 active = true }
			area guard_14 { rect = (67.11,28.98,64.60,26.84) angle = -2.92547 floor = 1 active = true }
			area guard_15 { rect = (80.94,42.46,78.97,40.67) angle = -1.80298 floor = 1 active = true }
			area guard_16 { rect = (80.44,29.11,82.73,27.37) angle = -1.52924 floor = 1 active = true }
			area guard_17 { rect = (86.33,54.83,88.34,52.04) angle = -2.79741 floor = 1 active = true }
			area guard_18 { rect = (69.41,55.91,71.50,53.07) angle = -2.82889 floor = 1 active = true }
			area guard_19 { rect = (69.73,48.75,71.22,46.86) angle = -1.41719 floor = 1 active = true }
			area soldier_10 { rect = (78.90,69.31,76.13,66.81) angle = -3.82148 floor = 1 active = true }
			area soldier_11 { rect = (84.20,64.54,85.59,62.78) angle = -2.68827 floor = 1 active = true }
			area soldier_12 { rect = (87.09,67.81,88.40,64.86) angle = -3.05207 floor = 1 active = true }
			area soldier_13 { rect = (85.16,78.27,82.60,75.42) angle = -1.86035 floor = 1 active = true }
			area soldier_14 { rect = (84.67,91.44,81.33,88.00) angle = -0.859923 floor = 1 active = true }
			area soldier_15 { rect = (91.29,91.21,89.55,87.91) angle = -2.49419 floor = 1 active = true }
			area soldier_16 { rect = (79.61,90.27,77.09,87.25) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (64.58,81.21,69.20,83.58) angle = 0 floor = 1 active = true }
			area soldier_18 { rect = (54.34,86.53,62.10,83.16) angle = 0 floor = 1 active = true }
			area soldier_19 { rect = (57.41,96.78,55.23,94.67) angle = -1.10588 floor = 1 active = true }
			area sniper_0 { rect = (59.69,76.78,58.07,75.07) angle = -2.38722 floor = 1 active = true }
			area sniper_1 { rect = (40.86,36.12,38.71,34.60) angle = -2.23815 floor = 1 active = true }
			area sniper_2 { rect = (33.86,19.82,32.02,17.49) angle = -1.70875 floor = 1 active = true }
			area sniper_3 { rect = (38.03,49.43,35.85,47.02) angle = -4.59532 floor = 1 active = true }
			area sniper_4 { rect = (60.82,66.00,59.22,63.50) angle = -2.17454 floor = 1 active = true }
			area sniper_5 { rect = (70.97,17.53,73.25,19.54) angle = 0 floor = 1 active = true }
			area sniper_6 { rect = (27.31,48.49,24.87,45.61) angle = -1.68638 floor = 1 active = true }
			area sniper_7 { rect = (70.46,37.32,68.27,34.89) angle = -1.73901 floor = 1 active = true }
			area sniper_8 { rect = (55.50,47.81,54.25,46.32) angle = -2.61051 floor = 1 active = true }
			area sniper_9 { rect = (76.67,55.25,75.49,53.63) angle = -2.39586 floor = 1 active = true }
			area leader_0 { rect = (72.24,39.55,70.34,37.86) angle = -1.75206 floor = 1 active = true }
			area leader_1 { rect = (68.69,30.29,71.81,32.83) angle = -1.40487 floor = 1 active = true }
			area leader_2 { rect = (22.35,32.18,19.88,30.45) angle = -2.88966 floor = 1 active = true }
			area leader_3 { rect = (29.60,46.01,26.33,48.23) angle = 1.52363 floor = 1 active = true }
			area leader_4 { rect = (48.76,73.81,47.37,71.72) angle = -4.42136 floor = 1 active = true }
			area leader_5 { rect = (38.78,69.37,40.23,67.70) angle = 0 floor = 1 active = true }
			area leader_6 { rect = (45.11,92.75,42.83,91.23) angle = 0.362851 floor = 1 active = true }
			area leader_7 { rect = (63.59,50.85,62.49,49.55) angle = -2.1768 floor = 1 active = true }
			area leader_8 { rect = (64.80,44.95,63.54,44.05) angle = -2.12572 floor = 1 active = true }
			area leader_9 { rect = (55.05,47.24,56.23,45.45) angle = -2.50527 floor = 1 active = true }
		}

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

	player butsi
	{
		maxsquads = 6


		spawn
		{
			area south { rect = (7.68,8.99,106.86,12.35) angle = 0 floor = 1 active = true }
			area west { rect = (7.50,11.09,9.32,108.01) angle = 0 floor = 1 active = true }
			area north { rect = (106.24,107.71,8.55,106.16) angle = 0 floor = 1 active = true }
			area east { rect = (107.06,8.47,105.21,107.60) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (31.21,53.47,29.61,52.05) angle = 1.25384 floor = 1 active = true }
			area guard_1 { rect = (32.27,46.22,30.56,44.39) angle = -4.31921 floor = 1 active = true }
			area guard_2 { rect = (35.20,28.26,33.06,26.01) angle = -1.57129 floor = 1 active = true }
			area guard_3 { rect = (62.98,22.48,60.01,20.85) angle = -3.45819 floor = 1 active = true }
			area guard_4 { rect = (24.78,72.32,26.92,70.98) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (22.87,78.20,25.28,76.75) angle = -4.31526 floor = 1 active = true }
			area guard_6 { rect = (18.14,83.67,20.23,82.24) angle = 0.943686 floor = 1 active = true }
			area guard_7 { rect = (30.81,91.16,32.99,89.27) angle = 0.398311 floor = 1 active = true }
			area guard_8 { rect = (36.94,90.87,39.28,88.14) angle = -0.717511 floor = 1 active = true }
			area guard_9 { rect = (64.07,84.15,66.48,80.25) angle = -1.46836 floor = 1 active = true }
			area soldier_0 { rect = (50.17,82.18,52.44,79.60) angle = 0.420966 floor = 1 active = true }
			area soldier_1 { rect = (55.13,80.93,56.96,78.16) angle = -1.14136 floor = 1 active = true }
			area soldier_2 { rect = (60.43,76.22,62.08,74.39) angle = -0.570988 floor = 1 active = true }
			area soldier_3 { rect = (46.33,76.51,48.84,74.17) angle = -4.36488 floor = 1 active = true }
			area soldier_4 { rect = (52.57,71.98,54.84,69.75) angle = -3.63339 floor = 1 active = true }
			area soldier_5 { rect = (58.39,69.43,60.43,66.68) angle = -0.641085 floor = 1 active = true }
			area soldier_6 { rect = (65.23,66.30,67.37,63.69) angle = -4.1268 floor = 1 active = true }
			area soldier_7 { rect = (42.95,68.57,45.89,64.19) angle = 1.25066 floor = 1 active = true }
			area soldier_8 { rect = (49.93,63.63,52.25,60.43) angle = -2.21701 floor = 1 active = true }
			area soldier_9 { rect = (49.32,58.62,47.67,57.08) angle = -4.43499 floor = 1 active = true }
			area guard_10 { rect = (39.70,65.64,38.07,63.23) angle = -2.98799 floor = 1 active = true }
			area guard_11 { rect = (42.00,46.53,44.36,44.82) angle = -2.2173 floor = 1 active = true }
			area guard_12 { rect = (43.85,38.00,46.35,35.50) angle = -1.87512 floor = 1 active = true }
			area guard_13 { rect = (63.76,40.22,66.03,38.06) angle = -1.56228 floor = 1 active = true }
			area guard_14 { rect = (67.11,28.98,64.60,26.84) angle = -2.92547 floor = 1 active = true }
			area guard_15 { rect = (80.94,42.46,78.97,40.67) angle = -1.80298 floor = 1 active = true }
			area guard_16 { rect = (80.44,29.11,82.73,27.37) angle = -1.52924 floor = 1 active = true }
			area guard_17 { rect = (86.33,54.83,88.34,52.04) angle = -2.79741 floor = 1 active = true }
			area guard_18 { rect = (69.41,55.91,71.50,53.07) angle = -2.82889 floor = 1 active = true }
			area guard_19 { rect = (69.73,48.75,71.22,46.86) angle = -1.41719 floor = 1 active = true }
			area soldier_10 { rect = (78.90,69.31,76.13,66.81) angle = -3.82148 floor = 1 active = true }
			area soldier_11 { rect = (84.20,64.54,85.59,62.78) angle = -2.68827 floor = 1 active = true }
			area soldier_12 { rect = (87.09,67.81,88.40,64.86) angle = -3.05207 floor = 1 active = true }
			area soldier_13 { rect = (85.16,78.27,82.60,75.42) angle = -1.86035 floor = 1 active = true }
			area soldier_14 { rect = (84.67,91.44,81.33,88.00) angle = -0.859923 floor = 1 active = true }
			area soldier_15 { rect = (91.29,91.21,89.55,87.91) angle = -2.49419 floor = 1 active = true }
			area soldier_16 { rect = (79.61,90.27,77.09,87.25) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (64.58,81.21,69.20,83.58) angle = 0 floor = 1 active = true }
			area soldier_18 { rect = (54.34,86.53,62.10,83.16) angle = 0 floor = 1 active = true }
			area soldier_19 { rect = (57.41,96.78,55.23,94.67) angle = -1.10588 floor = 1 active = true }
			area sniper_0 { rect = (59.69,76.78,58.07,75.07) angle = -2.38722 floor = 1 active = true }
			area sniper_1 { rect = (40.86,36.12,38.71,34.60) angle = -2.23815 floor = 1 active = true }
			area sniper_2 { rect = (33.86,19.82,32.02,17.49) angle = -1.70875 floor = 1 active = true }
			area sniper_3 { rect = (38.03,49.43,35.85,47.02) angle = -4.59532 floor = 1 active = true }
			area sniper_4 { rect = (60.82,66.00,59.22,63.50) angle = -2.17454 floor = 1 active = true }
			area sniper_5 { rect = (70.97,17.53,73.25,19.54) angle = 0 floor = 1 active = true }
			area sniper_6 { rect = (27.31,48.49,24.87,45.61) angle = -1.68638 floor = 1 active = true }
			area sniper_7 { rect = (70.46,37.32,68.27,34.89) angle = -1.73901 floor = 1 active = true }
			area sniper_8 { rect = (55.50,47.81,54.25,46.32) angle = -2.61051 floor = 1 active = true }
			area sniper_9 { rect = (76.67,55.25,75.49,53.63) angle = -2.39586 floor = 1 active = true }
			area leader_0 { rect = (72.24,39.55,70.34,37.86) angle = -1.75206 floor = 1 active = true }
			area leader_1 { rect = (68.69,30.29,71.81,32.83) angle = -1.40487 floor = 1 active = true }
			area leader_2 { rect = (22.35,32.18,19.88,30.45) angle = -2.88966 floor = 1 active = true }
			area leader_3 { rect = (29.60,46.01,26.33,48.23) angle = 1.52363 floor = 1 active = true }
			area leader_4 { rect = (48.76,73.81,47.37,71.72) angle = -4.42136 floor = 1 active = true }
			area leader_5 { rect = (38.78,69.37,40.23,67.70) angle = 0 floor = 1 active = true }
			area leader_6 { rect = (45.11,92.75,42.83,91.23) angle = 0.362851 floor = 1 active = true }
			area leader_7 { rect = (63.59,50.85,62.49,49.55) angle = -2.1768 floor = 1 active = true }
			area leader_8 { rect = (64.80,44.95,63.54,44.05) angle = -2.12572 floor = 1 active = true }
			area leader_9 { rect = (55.05,47.24,56.23,45.45) angle = -2.50527 floor = 1 active = true }
		}

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

	player marauders
	{
		maxsquads = 6


		spawn
		{
			area south { rect = (7.68,8.99,106.86,12.35) angle = 0 floor = 1 active = true }
			area west { rect = (7.50,11.09,9.32,108.01) angle = 0 floor = 1 active = true }
			area north { rect = (106.24,107.71,8.55,106.16) angle = 0 floor = 1 active = true }
			area east { rect = (107.06,8.47,105.21,107.60) angle = 0 floor = 1 active = true }
			area guard_0 { rect = (31.21,53.47,29.61,52.05) angle = 1.25384 floor = 1 active = true }
			area guard_1 { rect = (32.27,46.22,30.56,44.39) angle = -4.31921 floor = 1 active = true }
			area guard_2 { rect = (35.20,28.26,33.06,26.01) angle = -1.57129 floor = 1 active = true }
			area guard_3 { rect = (62.98,22.48,60.01,20.85) angle = -3.45819 floor = 1 active = true }
			area guard_4 { rect = (24.78,72.32,26.92,70.98) angle = 0 floor = 1 active = true }
			area guard_5 { rect = (22.87,78.20,25.28,76.75) angle = -4.31526 floor = 1 active = true }
			area guard_6 { rect = (18.14,83.67,20.23,82.24) angle = 0.943686 floor = 1 active = true }
			area guard_7 { rect = (30.81,91.16,32.99,89.27) angle = 0.398311 floor = 1 active = true }
			area guard_8 { rect = (36.94,90.87,39.28,88.14) angle = -0.717511 floor = 1 active = true }
			area guard_9 { rect = (64.07,84.15,66.48,80.25) angle = -1.46836 floor = 1 active = true }
			area soldier_0 { rect = (50.17,82.18,52.44,79.60) angle = 0.420966 floor = 1 active = true }
			area soldier_1 { rect = (55.13,80.93,56.96,78.16) angle = -1.14136 floor = 1 active = true }
			area soldier_2 { rect = (60.43,76.22,62.08,74.39) angle = -0.570988 floor = 1 active = true }
			area soldier_3 { rect = (46.33,76.51,48.84,74.17) angle = -4.36488 floor = 1 active = true }
			area soldier_4 { rect = (52.57,71.98,54.84,69.75) angle = -3.63339 floor = 1 active = true }
			area soldier_5 { rect = (58.39,69.43,60.43,66.68) angle = -0.641085 floor = 1 active = true }
			area soldier_6 { rect = (65.23,66.30,67.37,63.69) angle = -4.1268 floor = 1 active = true }
			area soldier_7 { rect = (42.95,68.57,45.89,64.19) angle = 1.25066 floor = 1 active = true }
			area soldier_8 { rect = (49.93,63.63,52.25,60.43) angle = -2.21701 floor = 1 active = true }
			area soldier_9 { rect = (49.32,58.62,47.67,57.08) angle = -4.43499 floor = 1 active = true }
			area guard_10 { rect = (39.70,65.64,38.07,63.23) angle = -2.98799 floor = 1 active = true }
			area guard_11 { rect = (42.00,46.53,44.36,44.82) angle = -2.2173 floor = 1 active = true }
			area guard_12 { rect = (43.85,38.00,46.35,35.50) angle = -1.87512 floor = 1 active = true }
			area guard_13 { rect = (63.76,40.22,66.03,38.06) angle = -1.56228 floor = 1 active = true }
			area guard_14 { rect = (67.11,28.98,64.60,26.84) angle = -2.92547 floor = 1 active = true }
			area guard_15 { rect = (80.94,42.46,78.97,40.67) angle = -1.80298 floor = 1 active = true }
			area guard_16 { rect = (80.44,29.11,82.73,27.37) angle = -1.52924 floor = 1 active = true }
			area guard_17 { rect = (86.33,54.83,88.34,52.04) angle = -2.79741 floor = 1 active = true }
			area guard_18 { rect = (69.41,55.91,71.50,53.07) angle = -2.82889 floor = 1 active = true }
			area guard_19 { rect = (69.73,48.75,71.22,46.86) angle = -1.41719 floor = 1 active = true }
			area soldier_10 { rect = (78.90,69.31,76.13,66.81) angle = -3.82148 floor = 1 active = true }
			area soldier_11 { rect = (84.20,64.54,85.59,62.78) angle = -2.68827 floor = 1 active = true }
			area soldier_12 { rect = (87.09,67.81,88.40,64.86) angle = -3.05207 floor = 1 active = true }
			area soldier_13 { rect = (85.16,78.27,82.60,75.42) angle = -1.86035 floor = 1 active = true }
			area soldier_14 { rect = (84.67,91.44,81.33,88.00) angle = -0.859923 floor = 1 active = true }
			area soldier_15 { rect = (91.29,91.21,89.55,87.91) angle = -2.49419 floor = 1 active = true }
			area soldier_16 { rect = (79.61,90.27,77.09,87.25) angle = 0 floor = 1 active = true }
			area soldier_17 { rect = (64.58,81.21,69.20,83.58) angle = 0 floor = 1 active = true }
			area soldier_18 { rect = (54.34,86.53,62.10,83.16) angle = 0 floor = 1 active = true }
			area soldier_19 { rect = (57.41,96.78,55.23,94.67) angle = -1.10588 floor = 1 active = true }
			area sniper_0 { rect = (59.69,76.78,58.07,75.07) angle = -2.38722 floor = 1 active = true }
			area sniper_1 { rect = (40.86,36.12,38.71,34.60) angle = -2.23815 floor = 1 active = true }
			area sniper_2 { rect = (33.86,19.82,32.02,17.49) angle = -1.70875 floor = 1 active = true }
			area sniper_3 { rect = (38.03,49.43,35.85,47.02) angle = -4.59532 floor = 1 active = true }
			area sniper_4 { rect = (60.82,66.00,59.22,63.50) angle = -2.17454 floor = 1 active = true }
			area sniper_5 { rect = (70.97,17.53,73.25,19.54) angle = 0 floor = 1 active = true }
			area sniper_6 { rect = (27.31,48.49,24.87,45.61) angle = -1.68638 floor = 1 active = true }
			area sniper_7 { rect = (70.46,37.32,68.27,34.89) angle = -1.73901 floor = 1 active = true }
			area sniper_8 { rect = (55.50,47.81,54.25,46.32) angle = -2.61051 floor = 1 active = true }
			area sniper_9 { rect = (76.67,55.25,75.49,53.63) angle = -2.39586 floor = 1 active = true }
			area leader_0 { rect = (72.24,39.55,70.34,37.86) angle = -1.75206 floor = 1 active = true }
			area leader_1 { rect = (68.69,30.29,71.81,32.83) angle = -1.40487 floor = 1 active = true }
			area leader_2 { rect = (22.35,32.18,19.88,30.45) angle = -2.88966 floor = 1 active = true }
			area leader_3 { rect = (29.60,46.01,26.33,48.23) angle = 1.52363 floor = 1 active = true }
			area leader_4 { rect = (48.76,73.81,47.37,71.72) angle = -4.42136 floor = 1 active = true }
			area leader_5 { rect = (38.78,69.37,40.23,67.70) angle = 0 floor = 1 active = true }
			area leader_6 { rect = (45.11,92.75,42.83,91.23) angle = 0.362851 floor = 1 active = true }
			area leader_7 { rect = (63.59,50.85,62.49,49.55) angle = -2.1768 floor = 1 active = true }
			area leader_8 { rect = (64.80,44.95,63.54,44.05) angle = -2.12572 floor = 1 active = true }
			area leader_9 { rect = (55.05,47.24,56.23,45.45) angle = -2.50527 floor = 1 active = true }
		}

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

	finishing
	{
	}

}
