// "name", location id (momentan auch text id), sector id
// Area  links oben x y   rechts unten x y

// Faction <>:
// kFaction_HumanPlayer   = 0
// kFaction_HumanMilitia = 1
// Faction_Deidranna     = 2 (default)
// Faction_HillBillies	= 3
// Faction_KillTarget   = 4
// Faction_VillagePeople = 5

// City: Tag location as city
// PlayerBase: Tag as spawnpoint for players mercs
// EnemyBase: Tag as spawnpoint for enemy soldiers

// Function <>: 
// Airport, HideOut, Housing (default), Shop, Industry, Oasis, Bar, RoadBlock, JunkYard, Prison, 
// Hospital, Farm, SAM, Mine, Barracks, Cave, Laboratory, RoadBlock, GasStation, Harbor

// Income <amount>: define daily income (default 0)

// MilSlots <Define the maximum amount of Militia to have> (default 0)
// DefSlots <Define the maximum amount of Defenders to spawn> (default 0)

// Defenders: Define the amount of default defenders per level (5)

// CounterAttack: x y lvl1 lvl2 lvl3 lvl4 lvl5

// ConquestAchievement <Ach>: Achievement to unlock if player conquers the location. Same as in jar_steam_achievements.doc

// Description <TextId>
// Picture <TextureIndex> <x> <y>



//AO TESTMAP CHARACTERS
Location ("characters", 112, 111)
{
	Area 10 0 130 60
 	Function Housing
 	Income 6000 //Use this income to decrease/increase chance of enemy squads spawning
 	MilSlots 0
 	DefSlots 5
 	Defenders 5 0 0 0 0

 	Description 659
 	Picture 0 0 0
}

// 01. YADONG HARBOR
// =====================================================================================
Location ("harbour", 101, 101)
{
	Area 220 620 320 780
 	Function Harbor
	PlayerBase
	EnemyBase
 	Income 700
 	MilSlots 16
 	DefSlots 22
 	Defenders 8 4 0 0 0

 	Description 660
 	Picture 2 0 0
}

// 02. YADONG ROADBLOCK
// =====================================================================================
Location ("roadblock", 111, 101)
{
	Area 320 620 438 780
 	Function RoadBlock
 	Income 250
 	MilSlots 21
 	DefSlots 22 
 	Defenders 7 6 0 0 0

 	Description 661
 	Picture 2 2 2
}

// 03. COASTAL SETTLEMENT
// =====================================================================================
Location ("coast", 102, 102)
{
	Area 460 700 620 860
 	Function Housing
 	Income 100
 	MilSlots 15
 	DefSlots 39 
 	Defenders 0 6 6 0 0

 	Description 662
 	Picture 2 1 0
}

// 04. BRAS
// =====================================================================================
Location ("desert", 103, 103)
{
	Area 480 520 600 640
 	Function Farm
 	Income 400
 	MilSlots 7
 	DefSlots 10 
 	Defenders 0 5 5 0 0

 	Description 663
 	Picture 2 2 0
}

// 05. TEMPLE RUINS
// =====================================================================================
Location ("temple_ruins", 113, 103)
{
	Area 600 540 640 680
	Area 560 640 600 680
 	Function HideOut
 	Income 0
 	MilSlots 0
 	DefSlots 5 
 	Defenders 0 0 5 0 0

 	Description 671
 	Picture 2 3 2
}

// 06. HYDROELECTRIC POWER STATION
// =====================================================================================
Location ("city_industry", 104, 104)
{
	Area 560 300 695 440
 	Function Industry
 	Income 5000    //   Increased from 2500
 	MilSlots 12
 	DefSlots 31 
 	Defenders 0 10 5 2 0

 	Description 664
 	Picture 2 3 0
}

// 07. MINE ROADBLOCK
// =====================================================================================
Location ("roadblock_mine", 114, 105)
{
	Area 780 350 880 434
 	Function RoadBlock
 	Income 50
 	MilSlots 11
 	DefSlots 12 
 	Defenders 0 0 5 5 0

 	Description 672
 	Picture 2 0 3
}

// 08. MINE
// =====================================================================================
Location ("mine", 105, 105)
{
	Area 770 210 910 350
	Area 860 350 910 365 //Little Area on Bridge
 	Function Mine
 	Income 10000     //  Increased from 5800
 	MilSlots 15
 	DefSlots 20
 	Defenders 0 0 6 5 2

 	Description 665
 	Picture 2 0 1
}

// 09. KHADWAN
// =====================================================================================
Location ("villlage_market", 106, 106)
{
	Area 660 685 865 900
 	City
 	Income 600
 	MilSlots 20
 	DefSlots 52
 	Defenders 0 10 10 6 0

 	Description 666
 	Picture 2 1 1
}

// 10. SAWMILL
// =====================================================================================
Location ("sawmill", 115, 107)
{
	Area 900 810 1060 900
 	Function Industry
 	Faction 3
 	Income 125
 	MilSlots 0
 	DefSlots 5 
 	Defenders 0 0 2 2 1

 	Description 667
 	Picture 2 1 3
}

// 11. OUTPOST
// =====================================================================================
Location ("wood_snow", 107, 107)
{
	Area 884 660 1060 810
	EnemyBase //Second base to make southern pathing useful
 	Function Barracks
 	Income 0
 	MilSlots 16
 	DefSlots 20 
 	Defenders 0 0 10 5 5

 	Description 667
 	Picture 2 2 1
}

// 12. MILITARY BASE
// =====================================================================================
Location ("military_camp", 108, 108)
{
	Area 860 460 1060 620
 	Function Barracks
 	Income 0
 	MilSlots 13
 	DefSlots 36 
 	Defenders 0 15 10 10 0

 	Description 668
 	Picture 2 3 1
}

// 13. MILITARY BASE
// =====================================================================================
Location ("monk_village", 109, 109)
{
	Area 1100 340 1260 540
 	Function Housing
 	Income 225
 	MilSlots 8
 	DefSlots 25 
 	Defenders 0 10 10 5 0

 	Description 669
 	Picture 2 0 2
}

//AO MAP 10 TEMPLE
Location ("temple", 110, 110)
{
	Area 1220 140 1425 314
 	EnemyBase //First enemybase
	City
 	Income 275
 	MilSlots 10
 	DefSlots 41 
 	Defenders 0 15 15 11 0

	CounterAttack 219 700 0 0 0 9 15
	//CounterAttack 240 615 0 0 0 5 12

 	Description 670
 	Picture 2 1 2
}