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

	traits
	{
		command_points = 25000
		global_vision_coef = 0.5
		sound_theme = theme_01
		loading_screen = LoadingScreen\south_village
	}

	upgrades
	{
		south_village_militia_army_squad_1
		{
			description = militia_army_squad_1
		}

		south_village_militia_army_squad_2
		{
			description = militia_army_squad_2
		}

		south_village_militia_army_squad_3
		{
			description = militia_army_squad_3
		}

		south_village_militia_army_squad_4
		{
			description = militia_army_squad_4
		}

		south_village_militia_butsi_squad_1
		{
			description = militia_butsi_squad_1
		}

		south_village_militia_butsi_squad_2
		{
			description = militia_butsi_squad_2
		}

		south_village_militia_butsi_squad_3
		{
			description = militia_butsi_squad_3
		}

		south_village_militia_butsi_squad_4
		{
			description = militia_butsi_squad_4
		}

		south_village_militia_corp_squad_1
		{
			description = militia_corp_squad_1
		}

		south_village_militia_corp_squad_2
		{
			description = militia_corp_squad_2
		}

		south_village_militia_corp_squad_3
		{
			description = militia_corp_squad_3
		}

		south_village_militia_corp_squad_4
		{
			description = militia_corp_squad_4
		}

		south_village_militia_marauders_squad_1
		{
			description = militia_marauders_squad_1
		}

		south_village_militia_marauders_squad_2
		{
			description = militia_marauders_squad_2
		}

		south_village_militia_marauders_squad_3
		{
			description = militia_marauders_squad_3
		}

		south_village_militia_marauders_squad_4
		{
			description = militia_marauders_squad_4
		}

	}
	containers
	{
		container village_tumba_07
		{
			things
			{
				enemy_afrik_set_01			}
		}

		container Village_case_03
		{
			things
			{
				enemy_guard_set_01			}
		}

	}
	player mercs
	{
		maxsquads = 1


		spawn
		{
			area south { rect = (175.21,19.06,17.12,15.36) angle = 0 floor = 1 active = true }
			area west { rect = (18.26,172.61,24.25,20.90) angle = -1.56423 floor = 1 active = true }
			area north { rect = (25.22,174.42,171.70,169.02) angle = -3.14204 floor = 1 active = true }
			area east { rect = (172.01,172.56,176.31,19.39) angle = 1.53087 floor = 1 active = true }
			area defence { rect = (57.74,125.67,77.06,90.88) angle = -1.83841 floor = 1 active = true }
		}

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

	player dictator
	{
		maxsquads = 4


		reinforcement army_1_off	{ desc = regular_officer_01 spawn { pose = stand origin = (24.83, 34.59) angle = -1.31134e-07 floor = 1 } things {e3s_officer_01} behavior = squad_leader(platoon) }
		reinforcement army_2	{ desc = regular_normal spawn { pose = stand origin = (25.12, 38.48) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_3	{ desc = regular_normal_02 spawn { pose = stand origin = (27.44, 35.89) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_4	{ desc = regular_normal spawn { pose = sit origin = (27.27, 33.81) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_5	{ desc = regular_normal_02 spawn { pose = stand origin = (21.22, 34.01) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_6	{ desc = regular_normal spawn { pose = stand origin = (19.97, 38.53) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_7	{ desc = regular_normal_02 spawn { pose = sit origin = (22.48, 39.15) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_8	{ desc = regular_normal spawn { pose = stand origin = (22.44, 41.81) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_9	{ desc = regular_normal_02 spawn { pose = stand origin = (23.49, 31.78) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_10	{ desc = regular_normal spawn { pose = stand origin = (24.91, 44.29) angle = -4.37114e-08 floor = 1 } things {e3s_soldier_01} behavior = squaddy(platoon) }
		reinforcement army_11_add	{ desc = regular_normal spawn { pose = stand origin = (35.68, 15.09) angle = 2 floor = 1 } things {e3n_patrol_01} specialization = soldier behavior = squaddy(army_add) }
		reinforcement army_12_add	{ desc = regular_officer_01 spawn { pose = stand origin = (37.74, 15.14) angle = 2 floor = 1 } things {e3n_officer_03} specialization = soldier behavior = squad_leader(army_add) }
		reinforcement army_13_add	{ desc = regular_normal spawn { pose = stand origin = (38.18, 17.85) angle = 2 floor = 1 } things {e3n_patrol_02} specialization = soldier behavior = squaddy(army_add) }
		reinforcement army_14_add	{ desc = regular_normal spawn { pose = stand origin = (35.87, 18.18) angle = 2 floor = 1 } things {e3n_patrol_02} specialization = soldier behavior = squaddy(army_add) }

		spawn
		{
			area south { rect = (175.21,19.06,17.12,15.36) angle = 0 floor = 1 active = true }
			area west { rect = (18.26,172.61,24.25,20.90) angle = -1.56423 floor = 1 active = true }
			area north { rect = (25.22,174.42,171.70,169.02) angle = -3.14204 floor = 1 active = true }
			area east { rect = (172.01,172.56,176.31,19.39) angle = 1.53087 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (132.77,108.98,134.47,107.31) angle = -1.97209 floor = 1 active = true }
			area guard_2 { rect = (139.65,115.58,141.57,113.35) angle = -2.09156 floor = 1 active = true }
			area guard_3 { rect = (141.37,107.94,143.00,106.49) angle = -1.88862 floor = 1 active = true }
			area guard_4 { rect = (124.98,129.10,127.10,127.35) angle = -1.44731 floor = 1 active = true }
			area guard_5 { rect = (119.74,125.39,121.59,124.03) angle = -1.91074 floor = 1 active = true }
			area guard_6 { rect = (116.92,134.51,119.31,131.07) angle = -0.311742 floor = 1 active = true }
			area guard_7 { rect = (111.13,130.88,113.35,128.41) angle = 0.521449 floor = 1 active = true }
			area guard_8 { rect = (116.83,129.35,118.85,126.93) angle = 0.416796 floor = 1 active = true }
			area guard_9 { rect = (66.62,122.48,68.98,119.58) angle = 0.243334 floor = 1 active = true }
			area soldier_0 { rect = (65.47,106.81,67.48,104.74) angle = 0.988709 floor = 1 active = true }
			area soldier_1 { rect = (61.93,110.96,65.50,108.03) angle = 1.19101 floor = 1 active = true }
			area soldier_2 { rect = (69.11,109.01,71.22,107.27) angle = -0.418249 floor = 1 active = true }
			area soldier_3 { rect = (66.41,93.54,68.39,91.75) angle = -2.61777 floor = 1 active = true }
			area soldier_4 { rect = (65.31,99.31,67.87,96.72) angle = -2.82197 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 = (37.03,115.42,39.65,117.51) angle = 1.46506 floor = 1 active = true }
			area soldier_7 { rect = (39.40,106.73,42.10,104.44) angle = -4.61219 floor = 1 active = true }
			area soldier_8 { rect = (41.62,84.75,43.13,83.15) angle = -4.18435 floor = 1 active = true }
			area soldier_9 { rect = (67.53,55.22,70.01,50.39) angle = -3.94344 floor = 1 active = true }
			area guard_10 { rect = (40.40,97.06,42.53,94.92) angle = 1.41469 floor = 1 active = true }
			area guard_11 { rect = (42.37,91.19,44.45,89.19) angle = 1.55058 floor = 1 active = true }
			area guard_12 { rect = (62.94,58.62,65.70,56.30) angle = -3.38727 floor = 1 active = true }
			area guard_13 { rect = (74.62,56.30,77.16,54.39) angle = -3.53268 floor = 1 active = true }
			area guard_14 { rect = (81.84,51.27,83.74,49.38) angle = -3.36269 floor = 1 active = true }
			area guard_15 { rect = (89.00,47.82,91.08,46.12) angle = -3.76009 floor = 1 active = true }
			area guard_16 { rect = (107.35,47.76,109.29,44.41) angle = -3.16334 floor = 1 active = true }
			area guard_17 { rect = (118.91,49.86,121.05,47.69) angle = -1.09554 floor = 1 active = true }
			area guard_18 { rect = (127.64,53.03,129.68,51.37) angle = 0.0217028 floor = 1 active = true }
			area guard_19 { rect = (139.34,48.32,142.06,45.62) angle = -2.46996 floor = 1 active = true }
			area soldier_10 { rect = (86.32,100.62,88.04,98.89) angle = -1.49404 floor = 1 active = true }
			area soldier_11 { rect = (99.73,103.03,101.26,101.13) angle = -0.627663 floor = 1 active = true }
			area soldier_12 { rect = (95.46,114.17,96.82,112.85) angle = -1.0575 floor = 1 active = true }
			area soldier_13 { rect = (89.83,114.93,91.55,116.42) angle = 0.875105 floor = 1 active = true }
			area soldier_14 { rect = (97.56,128.50,99.39,130.12) angle = -3.7935 floor = 1 active = true }
			area soldier_15 { rect = (101.12,128.05,102.62,129.31) angle = -1.96659 floor = 1 active = true }
			area soldier_16 { rect = (108.92,110.51,110.48,109.16) angle = -3.69683 floor = 1 active = true }
			area soldier_17 { rect = (114.25,126.46,116.31,124.75) angle = -0.889348 floor = 1 active = true }
			area soldier_18 { rect = (101.15,150.11,103.49,148.36) angle = -0.768586 floor = 1 active = true }
			area soldier_19 { rect = (59.01,147.99,62.05,144.94) angle = -3.20891 floor = 1 active = true }
			area sniper_0 { rect = (79.46,101.39,81.93,99.63) angle = 0.358852 floor = 1 active = true }
			area sniper_1 { rect = (87.56,127.88,89.99,125.96) angle = 0.51347 floor = 1 active = true }
			area sniper_2 { rect = (93.49,125.72,95.35,124.55) angle = 0.609315 floor = 1 active = true }
			area sniper_3 { rect = (101.71,124.01,103.53,122.73) angle = -0.804281 floor = 1 active = true }
			area sniper_4 { rect = (116.26,126.36,117.89,124.49) angle = -3.19843 floor = 1 active = true }
			area sniper_5 { rect = (151.87,87.77,154.17,85.87) angle = -2.39259 floor = 1 active = true }
			area sniper_6 { rect = (42.86,83.96,44.58,82.02) angle = -2.19613 floor = 1 active = true }
			area sniper_7 { rect = (51.26,46.67,53.02,44.06) angle = -4.037 floor = 1 active = true }
			area sniper_8 { rect = (93.38,34.83,95.67,32.55) angle = 0.167587 floor = 1 active = true }
			area sniper_9 { rect = (74.72,47.12,76.99,44.31) angle = -3.24411 floor = 1 active = true }
			area leader_0 { rect = (101.02,129.01,102.28,127.99) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (101.93,131.29,102.93,130.26) angle = -0.674264 floor = 1 active = true }
			area leader_2 { rect = (95.29,125.86,96.51,124.51) angle = 1.20745 floor = 1 active = true }
			area leader_3 { rect = (92.68,117.51,94.06,116.30) angle = 0.56212 floor = 1 active = true }
			area leader_4 { rect = (95.29,117.08,96.41,116.08) angle = -0.245814 floor = 1 active = true }
			area leader_5 { rect = (92.91,112.33,94.16,111.40) angle = 0.220666 floor = 1 active = true }
			area leader_6 { rect = (85.98,106.71,87.58,105.42) angle = 0.536334 floor = 1 active = true }
			area leader_7 { rect = (94.79,104.17,96.60,102.65) angle = 0.865611 floor = 1 active = true }
			area leader_8 { rect = (97.83,89.23,99.66,87.63) angle = -4.16519 floor = 1 active = true }
			area leader_9 { rect = (99.54,84.22,100.95,83.08) angle = -2.48571 floor = 1 active = true }
		}

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

	player marauders
	{
		description = marauders
		briefing = marauders
		maxsquads = 4


		reinforcement mara_1_off	{ desc = mar_officer_01 spawn { pose = stand origin = (30.28, 29.69) angle = -4.37114e-08 floor = 1 } things {mara_leader_02} behavior = squad_leader(gang) }
		reinforcement mara_2	{ desc = mar_white_male_01_camo spawn { pose = stand origin = (32.80, 29.48) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_3	{ desc = mar_black_male_01_camo spawn { pose = sit origin = (29.32, 27.33) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_4	{ desc = mar_white_male_01_camo spawn { pose = stand origin = (35.28, 29.16) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_5	{ desc = mar_white_male_01_camo spawn { pose = stand origin = (31.80, 27.15) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_6	{ desc = mar_black_male_01_camo spawn { pose = stand origin = (34.84, 27.68) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_7	{ desc = mar_white_male_01_camo spawn { pose = stand origin = (37.18, 28.16) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_8	{ desc = mar_black_male_01_camo spawn { pose = stand origin = (34.81, 31.79) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_9	{ desc = mar_white_male_01_camo spawn { pose = sit origin = (37.15, 31.01) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_10	{ desc = mar_black_male_01_camo spawn { pose = stand origin = (32.24, 31.00) angle = -4.37114e-08 floor = 1 } things {mara_fighter_01} behavior = squaddy(gang) }
		reinforcement mara_11_add	{ desc = mar_officer_01 spawn { pose = stand origin = (39.20, 19.94) angle = 1 floor = 1 } things {mara_leader_01} specialization = soldier behavior = squad_leader(mara_add) }
		reinforcement mara_12_add	{ desc = mar_black_male_02 spawn { pose = stand origin = (39.93, 21.82) angle = 2 floor = 1 } things {mara_fighter_02} specialization = soldier behavior = squaddy(mara_add) }
		reinforcement mara_13_add	{ desc = mar_white_male_01 spawn { pose = stand origin = (38.94, 23.58) angle = -4.28319 floor = 1 } things {mara_guard_02} specialization = soldier behavior = squaddy(mara_add) }
		reinforcement mara_14_add	{ desc = mar_white_female_01 spawn { pose = stand origin = (35.56, 24.74) angle = -4.28319 floor = 1 } things {mara_fighter_03} specialization = soldier behavior = squaddy(mara_add) }

		spawn
		{
			area south { rect = (175.21,19.06,17.12,15.36) angle = 0 floor = 1 active = true }
			area west { rect = (18.26,172.61,24.25,20.90) angle = -1.56423 floor = 1 active = true }
			area north { rect = (25.22,174.42,171.70,169.02) angle = -3.14204 floor = 1 active = true }
			area east { rect = (172.01,172.56,176.31,19.39) angle = 1.53087 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (132.77,108.98,134.47,107.31) angle = -1.97209 floor = 1 active = true }
			area guard_2 { rect = (139.65,115.58,141.57,113.35) angle = -2.09156 floor = 1 active = true }
			area guard_3 { rect = (141.37,107.94,143.00,106.49) angle = -1.88862 floor = 1 active = true }
			area guard_4 { rect = (124.98,129.10,127.10,127.35) angle = -1.44731 floor = 1 active = true }
			area guard_5 { rect = (119.74,125.39,121.59,124.03) angle = -1.91074 floor = 1 active = true }
			area guard_6 { rect = (116.92,134.51,119.31,131.07) angle = -0.311742 floor = 1 active = true }
			area guard_7 { rect = (111.13,130.88,113.35,128.41) angle = 0.521449 floor = 1 active = true }
			area guard_8 { rect = (116.83,129.35,118.85,126.93) angle = 0.416796 floor = 1 active = true }
			area guard_9 { rect = (66.62,122.48,68.98,119.58) angle = 0.243334 floor = 1 active = true }
			area soldier_0 { rect = (65.47,106.81,67.48,104.74) angle = 0.988709 floor = 1 active = true }
			area soldier_1 { rect = (61.93,110.96,65.50,108.03) angle = 1.19101 floor = 1 active = true }
			area soldier_2 { rect = (69.11,109.01,71.22,107.27) angle = -0.418249 floor = 1 active = true }
			area soldier_3 { rect = (66.41,93.54,68.39,91.75) angle = -2.61777 floor = 1 active = true }
			area soldier_4 { rect = (65.31,99.31,67.87,96.72) angle = -2.82197 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 = (37.03,115.42,39.65,117.51) angle = 1.46506 floor = 1 active = true }
			area soldier_7 { rect = (39.40,106.73,42.10,104.44) angle = -4.61219 floor = 1 active = true }
			area soldier_8 { rect = (41.62,84.75,43.13,83.15) angle = -4.18435 floor = 1 active = true }
			area soldier_9 { rect = (67.53,55.22,70.01,50.39) angle = -3.94344 floor = 1 active = true }
			area guard_10 { rect = (40.40,97.06,42.53,94.92) angle = 1.41469 floor = 1 active = true }
			area guard_11 { rect = (42.37,91.19,44.45,89.19) angle = 1.55058 floor = 1 active = true }
			area guard_12 { rect = (62.94,58.62,65.70,56.30) angle = -3.38727 floor = 1 active = true }
			area guard_13 { rect = (74.62,56.30,77.16,54.39) angle = -3.53268 floor = 1 active = true }
			area guard_14 { rect = (81.84,51.27,83.74,49.38) angle = -3.36269 floor = 1 active = true }
			area guard_15 { rect = (89.00,47.82,91.08,46.12) angle = -3.76009 floor = 1 active = true }
			area guard_16 { rect = (107.35,47.76,109.29,44.41) angle = -3.16334 floor = 1 active = true }
			area guard_17 { rect = (118.91,49.86,121.05,47.69) angle = -1.09554 floor = 1 active = true }
			area guard_18 { rect = (127.64,53.03,129.68,51.37) angle = 0.0217028 floor = 1 active = true }
			area guard_19 { rect = (139.34,48.32,142.06,45.62) angle = -2.46996 floor = 1 active = true }
			area soldier_10 { rect = (86.32,100.62,88.04,98.89) angle = -1.49404 floor = 1 active = true }
			area soldier_11 { rect = (99.73,103.03,101.26,101.13) angle = -0.627663 floor = 1 active = true }
			area soldier_12 { rect = (95.46,114.17,96.82,112.85) angle = -1.0575 floor = 1 active = true }
			area soldier_13 { rect = (89.83,114.93,91.55,116.42) angle = 0.875105 floor = 1 active = true }
			area soldier_14 { rect = (97.56,128.50,99.39,130.12) angle = -3.7935 floor = 1 active = true }
			area soldier_15 { rect = (101.12,128.05,102.62,129.31) angle = -1.96659 floor = 1 active = true }
			area soldier_16 { rect = (108.92,110.51,110.48,109.16) angle = -3.69683 floor = 1 active = true }
			area soldier_17 { rect = (114.25,126.46,116.31,124.75) angle = -0.889348 floor = 1 active = true }
			area soldier_18 { rect = (101.15,150.11,103.49,148.36) angle = -0.768586 floor = 1 active = true }
			area soldier_19 { rect = (59.01,147.99,62.05,144.94) angle = -3.20891 floor = 1 active = true }
			area sniper_0 { rect = (79.46,101.39,81.93,99.63) angle = 0.358852 floor = 1 active = true }
			area sniper_1 { rect = (87.56,127.88,89.99,125.96) angle = 0.51347 floor = 1 active = true }
			area sniper_2 { rect = (93.49,125.72,95.35,124.55) angle = 0.609315 floor = 1 active = true }
			area sniper_3 { rect = (101.71,124.01,103.53,122.73) angle = -0.804281 floor = 1 active = true }
			area sniper_4 { rect = (116.26,126.36,117.89,124.49) angle = -3.19843 floor = 1 active = true }
			area sniper_5 { rect = (151.87,87.77,154.17,85.87) angle = -2.39259 floor = 1 active = true }
			area sniper_6 { rect = (42.86,83.96,44.58,82.02) angle = -2.19613 floor = 1 active = true }
			area sniper_7 { rect = (51.26,46.67,53.02,44.06) angle = -4.037 floor = 1 active = true }
			area sniper_8 { rect = (93.38,34.83,95.67,32.55) angle = 0.167587 floor = 1 active = true }
			area sniper_9 { rect = (74.72,47.12,76.99,44.31) angle = -3.24411 floor = 1 active = true }
			area leader_0 { rect = (101.02,129.01,102.28,127.99) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (101.93,131.29,102.93,130.26) angle = -0.674264 floor = 1 active = true }
			area leader_2 { rect = (95.29,125.86,96.51,124.51) angle = 1.20745 floor = 1 active = true }
			area leader_3 { rect = (92.68,117.51,94.06,116.30) angle = 0.56212 floor = 1 active = true }
			area leader_4 { rect = (95.29,117.08,96.41,116.08) angle = -0.245814 floor = 1 active = true }
			area leader_5 { rect = (92.91,112.33,94.16,111.40) angle = 0.220666 floor = 1 active = true }
			area leader_6 { rect = (85.98,106.71,87.58,105.42) angle = 0.536334 floor = 1 active = true }
			area leader_7 { rect = (94.79,104.17,96.60,102.65) angle = 0.865611 floor = 1 active = true }
			area leader_8 { rect = (97.83,89.23,99.66,87.63) angle = -4.16519 floor = 1 active = true }
			area leader_9 { rect = (99.54,84.22,100.95,83.08) angle = -2.48571 floor = 1 active = true }
		}

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

	player civilians
	{
		maxsquads = 10

		person civ_1	{ desc = civilian_b_female_01 spawn { pose = stand origin = (26.69, 20.86) angle = -4.37114e-08 floor = 1 } specialization = civilian behavior = free }
		person civ_2	{ desc = civilian_b_female_05 spawn { pose = stand origin = (28.08, 21.28) angle = -4.37114e-08 floor = 1 } specialization = civilian behavior = free }
		person civ_3	{ desc = civilian_b_male_06 spawn { pose = stand origin = (23.47, 22.22) angle = -8.74228e-08 floor = 1 } specialization = civilian behavior = free }
		person civ_4	{ desc = civilian_b_male_06 spawn { pose = stand origin = (25.14, 22.75) angle = -4.37114e-08 floor = 1 } specialization = civilian behavior = free }
		person civ_5	{ desc = civilian_b_female_09 spawn { pose = stand origin = (26.53, 23.72) angle = -4.37114e-08 floor = 1 } specialization = civilian behavior = free }

		spawn
		{	
		}

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

	player butsi
	{
		maxsquads = 10


		reinforcement tribe_1	{ desc = butsi_soldier_01 spawn { pose = stand origin = (47.72, 23.50) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_2	{ desc = butsi_soldier_01 spawn { pose = stand origin = (49.28, 22.66) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_3	{ desc = butsi_soldier_03 spawn { pose = stand origin = (49.79, 24.51) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_4	{ desc = butsi_soldier_03 spawn { pose = stand origin = (47.84, 24.72) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_5	{ desc = butsi_soldier_05 spawn { pose = stand origin = (50.63, 25.23) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_6	{ desc = butsi_soldier_04 spawn { pose = stand origin = (48.39, 26.36) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_7	{ desc = butsi_soldier_02 spawn { pose = stand origin = (52.48, 23.91) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_8	{ desc = butsi_soldier_01 spawn { pose = stand origin = (51.08, 22.85) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_9	{ desc = butsi_soldier_02 spawn { pose = stand origin = (52.92, 25.56) angle = -4.37114e-08 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = free }
		reinforcement tribe_10_add	{ desc = butsi_soldier_02 spawn { pose = stand origin = (34.62, 19.59) angle = 2 floor = 1 } things {butsi_hunter_01_set} specialization = soldier behavior = squaddy(butsi_add) }
		reinforcement tribe_11_add	{ desc = butsi_soldier_02 spawn { pose = stand origin = (36.67, 19.66) angle = 2 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = squad_leader(butsi_add) }
		reinforcement tribe_12_add	{ desc = butsi_soldier_04 spawn { pose = stand origin = (35.14, 21.68) angle = 2 floor = 1 } things {butsi_soldier_01_set} specialization = soldier behavior = squaddy(butsi_add) }

		spawn
		{
			area south { rect = (175.21,19.06,17.12,15.36) angle = 0 floor = 1 active = true }
			area west { rect = (18.26,172.61,24.25,20.90) angle = -1.56423 floor = 1 active = true }
			area north { rect = (25.22,174.42,171.70,169.02) angle = -3.14204 floor = 1 active = true }
			area east { rect = (172.01,172.56,176.31,19.39) angle = 1.53087 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (132.77,108.98,134.47,107.31) angle = -1.97209 floor = 1 active = true }
			area guard_2 { rect = (139.65,115.58,141.57,113.35) angle = -2.09156 floor = 1 active = true }
			area guard_3 { rect = (141.37,107.94,143.00,106.49) angle = -1.88862 floor = 1 active = true }
			area guard_4 { rect = (124.98,129.10,127.10,127.35) angle = -1.44731 floor = 1 active = true }
			area guard_5 { rect = (119.74,125.39,121.59,124.03) angle = -1.91074 floor = 1 active = true }
			area guard_6 { rect = (116.92,134.51,119.31,131.07) angle = -0.311742 floor = 1 active = true }
			area guard_7 { rect = (111.13,130.88,113.35,128.41) angle = 0.521449 floor = 1 active = true }
			area guard_8 { rect = (116.83,129.35,118.85,126.93) angle = 0.416796 floor = 1 active = true }
			area guard_9 { rect = (66.62,122.48,68.98,119.58) angle = 0.243334 floor = 1 active = true }
			area soldier_0 { rect = (65.47,106.81,67.48,104.74) angle = 0.988709 floor = 1 active = true }
			area soldier_1 { rect = (61.93,110.96,65.50,108.03) angle = 1.19101 floor = 1 active = true }
			area soldier_2 { rect = (69.11,109.01,71.22,107.27) angle = -0.418249 floor = 1 active = true }
			area soldier_3 { rect = (66.41,93.54,68.39,91.75) angle = -2.61777 floor = 1 active = true }
			area soldier_4 { rect = (65.31,99.31,67.87,96.72) angle = -2.82197 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 = (37.03,115.42,39.65,117.51) angle = 1.46506 floor = 1 active = true }
			area soldier_7 { rect = (39.40,106.73,42.10,104.44) angle = -4.61219 floor = 1 active = true }
			area soldier_8 { rect = (41.62,84.75,43.13,83.15) angle = -4.18435 floor = 1 active = true }
			area soldier_9 { rect = (67.53,55.22,70.01,50.39) angle = -3.94344 floor = 1 active = true }
			area guard_10 { rect = (40.40,97.06,42.53,94.92) angle = 1.41469 floor = 1 active = true }
			area guard_11 { rect = (42.37,91.19,44.45,89.19) angle = 1.55058 floor = 1 active = true }
			area guard_12 { rect = (62.94,58.62,65.70,56.30) angle = -3.38727 floor = 1 active = true }
			area guard_13 { rect = (74.62,56.30,77.16,54.39) angle = -3.53268 floor = 1 active = true }
			area guard_14 { rect = (81.84,51.27,83.74,49.38) angle = -3.36269 floor = 1 active = true }
			area guard_15 { rect = (89.00,47.82,91.08,46.12) angle = -3.76009 floor = 1 active = true }
			area guard_16 { rect = (107.35,47.76,109.29,44.41) angle = -3.16334 floor = 1 active = true }
			area guard_17 { rect = (118.91,49.86,121.05,47.69) angle = -1.09554 floor = 1 active = true }
			area guard_18 { rect = (127.64,53.03,129.68,51.37) angle = 0.0217028 floor = 1 active = true }
			area guard_19 { rect = (139.34,48.32,142.06,45.62) angle = -2.46996 floor = 1 active = true }
			area soldier_10 { rect = (86.32,100.62,88.04,98.89) angle = -1.49404 floor = 1 active = true }
			area soldier_11 { rect = (99.73,103.03,101.26,101.13) angle = -0.627663 floor = 1 active = true }
			area soldier_12 { rect = (95.46,114.17,96.82,112.85) angle = -1.0575 floor = 1 active = true }
			area soldier_13 { rect = (89.83,114.93,91.55,116.42) angle = 0.875105 floor = 1 active = true }
			area soldier_14 { rect = (97.56,128.50,99.39,130.12) angle = -3.7935 floor = 1 active = true }
			area soldier_15 { rect = (101.12,128.05,102.62,129.31) angle = -1.96659 floor = 1 active = true }
			area soldier_16 { rect = (108.92,110.51,110.48,109.16) angle = -3.69683 floor = 1 active = true }
			area soldier_17 { rect = (114.25,126.46,116.31,124.75) angle = -0.889348 floor = 1 active = true }
			area soldier_18 { rect = (101.15,150.11,103.49,148.36) angle = -0.768586 floor = 1 active = true }
			area soldier_19 { rect = (59.01,147.99,62.05,144.94) angle = -3.20891 floor = 1 active = true }
			area sniper_0 { rect = (79.46,101.39,81.93,99.63) angle = 0.358852 floor = 1 active = true }
			area sniper_1 { rect = (87.56,127.88,89.99,125.96) angle = 0.51347 floor = 1 active = true }
			area sniper_2 { rect = (93.49,125.72,95.35,124.55) angle = 0.609315 floor = 1 active = true }
			area sniper_3 { rect = (101.71,124.01,103.53,122.73) angle = -0.804281 floor = 1 active = true }
			area sniper_4 { rect = (116.26,126.36,117.89,124.49) angle = -3.19843 floor = 1 active = true }
			area sniper_5 { rect = (151.87,87.77,154.17,85.87) angle = -2.39259 floor = 1 active = true }
			area sniper_6 { rect = (42.86,83.96,44.58,82.02) angle = -2.19613 floor = 1 active = true }
			area sniper_7 { rect = (51.26,46.67,53.02,44.06) angle = -4.037 floor = 1 active = true }
			area sniper_8 { rect = (93.38,34.83,95.67,32.55) angle = 0.167587 floor = 1 active = true }
			area sniper_9 { rect = (74.72,47.12,76.99,44.31) angle = -3.24411 floor = 1 active = true }
			area leader_0 { rect = (101.02,129.01,102.28,127.99) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (101.93,131.29,102.93,130.26) angle = -0.674264 floor = 1 active = true }
			area leader_2 { rect = (95.29,125.86,96.51,124.51) angle = 1.20745 floor = 1 active = true }
			area leader_3 { rect = (92.68,117.51,94.06,116.30) angle = 0.56212 floor = 1 active = true }
			area leader_4 { rect = (95.29,117.08,96.41,116.08) angle = -0.245814 floor = 1 active = true }
			area leader_5 { rect = (92.91,112.33,94.16,111.40) angle = 0.220666 floor = 1 active = true }
			area leader_6 { rect = (85.98,106.71,87.58,105.42) angle = 0.536334 floor = 1 active = true }
			area leader_7 { rect = (94.79,104.17,96.60,102.65) angle = 0.865611 floor = 1 active = true }
			area leader_8 { rect = (97.83,89.23,99.66,87.63) angle = -4.16519 floor = 1 active = true }
			area leader_9 { rect = (99.54,84.22,100.95,83.08) angle = -2.48571 floor = 1 active = true }
		}

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

	player client
	{
		maxsquads = 10


		spawn
		{
			area south { rect = (175.21,19.06,17.12,15.36) angle = 0 floor = 1 active = true }
			area west { rect = (18.26,172.61,24.25,20.90) angle = -1.56423 floor = 1 active = true }
			area north { rect = (25.22,174.42,171.70,169.02) angle = -3.14204 floor = 1 active = true }
			area east { rect = (172.01,172.56,176.31,19.39) angle = 1.53087 floor = 1 active = true }
			area guard_0 { rect = (138.45,98.26,137.00,99.64) angle = -1.28493 floor = 1 active = true }
			area guard_1 { rect = (132.77,108.98,134.47,107.31) angle = -1.97209 floor = 1 active = true }
			area guard_2 { rect = (139.65,115.58,141.57,113.35) angle = -2.09156 floor = 1 active = true }
			area guard_3 { rect = (141.37,107.94,143.00,106.49) angle = -1.88862 floor = 1 active = true }
			area guard_4 { rect = (124.98,129.10,127.10,127.35) angle = -1.44731 floor = 1 active = true }
			area guard_5 { rect = (119.74,125.39,121.59,124.03) angle = -1.91074 floor = 1 active = true }
			area guard_6 { rect = (116.92,134.51,119.31,131.07) angle = -0.311742 floor = 1 active = true }
			area guard_7 { rect = (111.13,130.88,113.35,128.41) angle = 0.521449 floor = 1 active = true }
			area guard_8 { rect = (116.83,129.35,118.85,126.93) angle = 0.416796 floor = 1 active = true }
			area guard_9 { rect = (66.62,122.48,68.98,119.58) angle = 0.243334 floor = 1 active = true }
			area soldier_0 { rect = (65.47,106.81,67.48,104.74) angle = 0.988709 floor = 1 active = true }
			area soldier_1 { rect = (61.93,110.96,65.50,108.03) angle = 1.19101 floor = 1 active = true }
			area soldier_2 { rect = (69.11,109.01,71.22,107.27) angle = -0.418249 floor = 1 active = true }
			area soldier_3 { rect = (66.41,93.54,68.39,91.75) angle = -2.61777 floor = 1 active = true }
			area soldier_4 { rect = (65.31,99.31,67.87,96.72) angle = -2.82197 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 = (37.03,115.42,39.65,117.51) angle = 1.46506 floor = 1 active = true }
			area soldier_7 { rect = (39.40,106.73,42.10,104.44) angle = -4.61219 floor = 1 active = true }
			area soldier_8 { rect = (41.62,84.75,43.13,83.15) angle = -4.18435 floor = 1 active = true }
			area soldier_9 { rect = (67.53,55.22,70.01,50.39) angle = -3.94344 floor = 1 active = true }
			area guard_10 { rect = (40.40,97.06,42.53,94.92) angle = 1.41469 floor = 1 active = true }
			area guard_11 { rect = (42.37,91.19,44.45,89.19) angle = 1.55058 floor = 1 active = true }
			area guard_12 { rect = (62.94,58.62,65.70,56.30) angle = -3.38727 floor = 1 active = true }
			area guard_13 { rect = (74.62,56.30,77.16,54.39) angle = -3.53268 floor = 1 active = true }
			area guard_14 { rect = (81.84,51.27,83.74,49.38) angle = -3.36269 floor = 1 active = true }
			area guard_15 { rect = (89.00,47.82,91.08,46.12) angle = -3.76009 floor = 1 active = true }
			area guard_16 { rect = (107.35,47.76,109.29,44.41) angle = -3.16334 floor = 1 active = true }
			area guard_17 { rect = (118.91,49.86,121.05,47.69) angle = -1.09554 floor = 1 active = true }
			area guard_18 { rect = (127.64,53.03,129.68,51.37) angle = 0.0217028 floor = 1 active = true }
			area guard_19 { rect = (139.34,48.32,142.06,45.62) angle = -2.46996 floor = 1 active = true }
			area soldier_10 { rect = (86.32,100.62,88.04,98.89) angle = -1.49404 floor = 1 active = true }
			area soldier_11 { rect = (99.73,103.03,101.26,101.13) angle = -0.627663 floor = 1 active = true }
			area soldier_12 { rect = (95.46,114.17,96.82,112.85) angle = -1.0575 floor = 1 active = true }
			area soldier_13 { rect = (89.83,114.93,91.55,116.42) angle = 0.875105 floor = 1 active = true }
			area soldier_14 { rect = (97.56,128.50,99.39,130.12) angle = -3.7935 floor = 1 active = true }
			area soldier_15 { rect = (101.12,128.05,102.62,129.31) angle = -1.96659 floor = 1 active = true }
			area soldier_16 { rect = (108.92,110.51,110.48,109.16) angle = -3.69683 floor = 1 active = true }
			area soldier_17 { rect = (114.25,126.46,116.31,124.75) angle = -0.889348 floor = 1 active = true }
			area soldier_18 { rect = (101.15,150.11,103.49,148.36) angle = -0.768586 floor = 1 active = true }
			area soldier_19 { rect = (59.01,147.99,62.05,144.94) angle = -3.20891 floor = 1 active = true }
			area sniper_0 { rect = (79.46,101.39,81.93,99.63) angle = 0.358852 floor = 1 active = true }
			area sniper_1 { rect = (87.56,127.88,89.99,125.96) angle = 0.51347 floor = 1 active = true }
			area sniper_2 { rect = (93.49,125.72,95.35,124.55) angle = 0.609315 floor = 1 active = true }
			area sniper_3 { rect = (101.71,124.01,103.53,122.73) angle = -0.804281 floor = 1 active = true }
			area sniper_4 { rect = (116.26,126.36,117.89,124.49) angle = -3.19843 floor = 1 active = true }
			area sniper_5 { rect = (151.87,87.77,154.17,85.87) angle = -2.39259 floor = 1 active = true }
			area sniper_6 { rect = (42.86,83.96,44.58,82.02) angle = -2.19613 floor = 1 active = true }
			area sniper_7 { rect = (51.26,46.67,53.02,44.06) angle = -4.037 floor = 1 active = true }
			area sniper_8 { rect = (93.38,34.83,95.67,32.55) angle = 0.167587 floor = 1 active = true }
			area sniper_9 { rect = (74.72,47.12,76.99,44.31) angle = -3.24411 floor = 1 active = true }
			area leader_0 { rect = (101.02,129.01,102.28,127.99) angle = 0 floor = 1 active = true }
			area leader_1 { rect = (101.93,131.29,102.93,130.26) angle = -0.674264 floor = 1 active = true }
			area leader_2 { rect = (95.29,125.86,96.51,124.51) angle = 1.20745 floor = 1 active = true }
			area leader_3 { rect = (92.68,117.51,94.06,116.30) angle = 0.56212 floor = 1 active = true }
			area leader_4 { rect = (95.29,117.08,96.41,116.08) angle = -0.245814 floor = 1 active = true }
			area leader_5 { rect = (92.91,112.33,94.16,111.40) angle = 0.220666 floor = 1 active = true }
			area leader_6 { rect = (85.98,106.71,87.58,105.42) angle = 0.536334 floor = 1 active = true }
			area leader_7 { rect = (94.79,104.17,96.60,102.65) angle = 0.865611 floor = 1 active = true }
			area leader_8 { rect = (97.83,89.23,99.66,87.63) angle = -4.16519 floor = 1 active = true }
			area leader_9 { rect = (99.54,84.22,100.95,83.08) angle = -2.48571 floor = 1 active = true }
		}

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

	finishing
	{
	}

}
