<?xml version="1.0"?>
<SpecialStructures>
	<SpecialStructure Name="E_Ground_Barracks">
		<Text_ID>TEXT_GROUND_BARRACKS</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_00, TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_BARRACKS</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_BARRACKS_EMPIRE_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_InfantryBarracks.alo</Land_Model_Name>
		<Icon_Name>i_button_e_infantry_barracks.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>150</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<!--The ground structures have this data which looks like it's space only because the snowspeeders are using
		space style pathfinding which needs this information so that we won't path speeders through structures-->
		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Barracks_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small_Barracks, 1.0
			Empire_Survivors_Medium_Barracks, 1.0
			Empire_Survivors_Large_Barracks, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Barracks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Barracks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Imperial_Stormtrooper_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Imperial_Stormtrooper_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Scout_Trooper, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Scout_Trooper, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Increased_Mobility_Upgrade,
				EG_Increased_Mobility_L2_Upgrade,
				EG_Increased_Mobility_L3_Upgrade,
				EG_Scout_Snipers_Upgrade,
				EG_Overclocked_Snipers_Upgrade,
				EL_Weatherproof_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				Imperial_Stormtrooper_Squad,
				Imperial_Elite_Guard_Squad,
				Imperial_Sniper_Team,
				Imperial_Light_Scout_Squad,
				Field_Com_Empire_Team,
				Noghri_Assassin_Squad,
				Darkside_Adept_Team,
				DarkTrooper_P1_Company,
				DarkTrooper_P2_Company,
				DarkTrooper_P3_Company,
				EL_Increased_Mobility_Upgrade,
				EL_Increased_Mobility_L2_Upgrade,
				EL_Increased_Mobility_L3_Upgrade,
				EL_Scout_Snipers_Upgrade,
				EL_Overclocked_Snipers_Upgrade,
				EL_Weatherproof_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!--We can block/redirect shots from the following units types:-->
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Barracks">
		<Text_ID>TEXT_GROUND_BARRACKS</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_00, TEXT_TOOLTIP_GARRISON_R_BARRACKS</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_00, MP_TEXT_ENCYCLOPEDIA_BARRACKS_REBEL_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_InfantryBarracks.alo</Land_Model_Name>
		<Icon_Name>i_button_r_infantry_barracks.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>220</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>500</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>R_Ground_Barracks_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Small_Barracks, 1.0
			Rebel_Survivors_Medium_Barracks, 1.0
			Rebel_Survivors_Large_Barracks, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Barracks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Barracks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Rebel_Infantry_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Infantry_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Rebel_Tank_Buster_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Tank_Buster_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Combat_Armor_L1_Upgrade,
				RG_Combat_Armor_L2_Upgrade,
				RG_Combat_Armor_L3_Upgrade,
				RL_Weatherproof_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				Rebel_Combat_Medic_Squad,
				Rebel_Infantry_Squad,
				Rebel_Field_Mechanic_Squad,
				Rebel_Tank_Buster_Squad,
				Rebel_Infiltrator_Team,
				Rebel_Rifle_Squad,
				Field_Com_Rebel_Team,
				RL_Combat_Armor_L1_Upgrade,
				RL_Combat_Armor_L2_Upgrade,
				RL_Combat_Armor_L3_Upgrade,
				RL_Upgraded_Scopes_L1_Upgrade,
				RL_Weatherproof_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Barracks">
		<Text_ID>TEXT_GROUND_BARRACKS_UNDERWORLD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BARRACKS_UNDERWORLD, TEXT_TOOLTIP_GARRISON_U_BARRACKS</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BARRACKS_UNDERWORLD, TEXT_ENCYCLOPEDIA_BARRACKS_UNDERWORLD_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_Barracks.alo</Land_Model_Name>
		<Icon_Name>i_button_ub_barracks.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.3</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>500</Shield_Points> <!--500-->
		<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>350</Tactical_Health>
		<Energy_Capacity>4000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>18</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, POWERED, SHIELDED</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>U_Ground_Barracks_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Underworld_Survivors_Small_Barracks, 1.0
			Underworld_Survivors_Medium_Barracks, 1.0
			Underworld_Survivors_Large_Barracks, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Barracks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Barracks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Underworld_Merc_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Underworld_Merc_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Underworld_Disruptor_Merc_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Underworld_Disruptor_Merc_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<Tactical_Buildable_Objects_Campaign>
			Underworld,
				UG_Ability_Recharge_L1_Upgrade,
				UG_Ability_Recharge_L2_Upgrade,
				UG_Rancor_Stimulant_L1_Upgrade,
				UG_Rancor_Stimulant_L2_Upgrade,
				UG_Selective_Breeding_L1_Upgrade,
				UG_Selective_Breeding_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				Underworld_Merc_Squad,
				Mandalorian_Warrior_Company,
				Underworld_Disruptor_Merc_Squad,
				Underworld_Ewok_Handler_Company,
				Vornskr_Wolf_Pack,
				Night_Sister_Company,
				UL_Selective_Breeding_L1_Upgrade,
				UL_Selective_Breeding_L2_Upgrade,
				UL_Ability_Recharge_L1_Upgrade,
				UL_Ability_Recharge_L2_Upgrade,
				UL_Rancor_Stimulant_L1_Upgrade,
				UL_Rancor_Stimulant_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Barracks">
		<Text_ID>TEXT_GROUND_BARRACKS</Text_ID>
		<Encyclopedia_Text>Galyana_Text_H_Barracks_Text, Galyana_Text_H_Barracks_Upgrades, Galyana_Text_H_Barracks_Garrison</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Text_H_Barracks_Text, Galyana_Text_H_Barracks_Upgrades</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>W_Hutt_Spawnbuilding.alo</Land_Model_Name>
		<Icon_Name>i_button_W_Hutt_Spawnbuilding.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.05</Scale_Factor>
		<Select_Box_Scale>150</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>750</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>H_Ground_Barracks_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Hutt_Survivors_Small_Barracks, 1.0
			Hutt_Survivors_Medium_Barracks, 1.0
			Hutt_Survivors_Large_Barracks, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Barracks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Barracks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Hutt_Soldier_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Hutt_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Hutt_PLEX_Soldier_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Hutt_PLEX_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>ROOT</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Combat_Training_L1_Upgrade,
				HG_Combat_Training_L2_Upgrade,
				HG_Combat_Training_L3_Upgrade,
				HG_Improved_Combat_Armor_L1_Upgrade,
				HG_Improved_Combat_Armor_L2_Upgrade,
				HG_Heavy_Rockets_L1_Upgrade,
				HG_Heavy_Rockets_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				Hutt_Soldier_Squad,
				Hutt_Elite_Soldier_Squad,
				Hutt_Plex_Soldier_Squad,
				Twilek_Commando_Company,
				Field_Com_Hutts_Team,
				Hutt_Sniper_Squad,
				HL_Combat_Training_L1_Upgrade,
				HL_Combat_Training_L2_Upgrade,
				HL_Combat_Training_L3_Upgrade,
				HL_Improved_Combat_Armor_L1_Upgrade,
				HL_Improved_Combat_Armor_L2_Upgrade,
				HL_Heavy_Rockets_L1_Upgrade,
				HL_Heavy_Rockets_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

<!-- Adding Officer Academy and Infiltrator Facility here for Galactic ordering despite not being buildable in skirmish -->
	<SpecialStructure Name="E_Ground_Officer_Academy">
		<Text_ID>TEXT_GROUND_OFFICER_ACADEMY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_ACADEMY_00</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_OfficerAcademy.alo</Land_Model_Name>
		<Icon_Name>i_button_e_officer_academy.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Score_Cost_Credits>8000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1600</Sabotage_Cost_Credits>

		<Build_Cost_Credits>800</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Barracks</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<!--The ground structures have this data which looks like it's space only because the snowspeeders are using
		space style pathfinding which needs this information so that we won't path speeders through structures-->
		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Officer_Academy_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Academy_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Academy_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Officer_Academy_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>6.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!--We can block/redirect shots from the following units types:-->
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-15</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Officer_Academy">
		<Text_ID>TEXT_GROUND_OFFICER_ACADEMY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_ACADEMY_00, TEXT_ENCYCLOPEDIA_ACADEMY_01</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_OfficerAcademy.alo</Land_Model_Name>
		<Icon_Name>i_button_r_officer_academy.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.45</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Score_Cost_Credits>8000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1600</Sabotage_Cost_Credits>

		<Build_Cost_Credits>800</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Barracks</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>R_Ground_Officer_Academy_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Academy_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Academy_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Combat_Commanders_L1_Upgrade,
				RG_Combat_Commanders_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="R_Officer_Academy_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>6.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-15</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Ground_Infiltrator_Facility"> <!-- Rebels Only -->
		<Text_ID>TEXT_GROUND_INFILTRATOR_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_INFILTRATOR_00 TEXT_TOOLTIP_GARRISON_INFILT</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_BARRACKS.alo</Land_Model_Name>
		<Icon_Name>i_button_infiltrator_training_facility.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Model_Name>RB_BARRACKS.ALO</GUI_Model_Name>
		<GUI_Distance>600</GUI_Distance>
		<GUI_Offset>0 0 20</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>240</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>800</Tactical_Health>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1200</Slice_Cost_Credits>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Officer_Academy</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>2</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<Destruction_Survivors>
			Rebel_Survivors_Small, 1.0
			Rebel_Survivors_Medium, 1.0
			Rebel_Survivors_Large, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Infiltrator_Facility_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Infiltrator_Facility_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Rebel_Infiltrator, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Rebel_Infiltrator, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>140.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Upgraded_Scopes_L1_Upgrade,
				RG_Upgraded_Scopes_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="R_Infiltrator_Facility_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.025</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-15</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Light_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_LIGHT_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_00, TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_LTFAC</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_EMPIRE_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_LightFactory.alo</Land_Model_Name>
		<Icon_Name>i_button_e_vehicle_factory.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.45</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>700</Tactical_Health>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Light_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small_LightFactory, 1.0
			Empire_Survivors_Medium_LightFactory, 1.0
			Empire_Survivors_Large_LightFactory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Light_Vehicle_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Light_Vehicle_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>AT_ST_Walker, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>AT_ST_Walker, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>110.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Upgraded_Cooling_Systems_L1_Upgrade,
				EG_Light_Reflective_Armor_L1_Upgrade,
				EG_Light_Reflective_Armor_L2_Upgrade,
				EG_Enhanced_Reactors_L1_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				Imperial_AT_RT_Scout_Squad,
				Imperial_Anti_Aircraft_Company,
				Imperial_AT_PT_Scout_Squad,
				Imperial_Anti_Infantry_Brigade,
				Imperial_Heavy_Scout_Squad,
				Empire_MDU_Company,
				EL_Enhanced_Reactors_L1_Upgrade,
				EL_Light_Reflective_Armor_L1_Upgrade,
				EL_Light_Reflective_Armor_L2_Upgrade,
				EL_Upgraded_Cooling_Systems_L1_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-20</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Light_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_LIGHT_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_00, TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_01 TEXT_TOOLTIP_GARRISON_R_LTFAC</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_00, MP_TEXT_ENCYCLOPEDIA_LIGHT_FACTORY_REBEL_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>rb_lightvehiclefactory.alo</Land_Model_Name>
		<Icon_Name>i_button_r_vehicle_factory.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>750</Tactical_Health>
		<AI_Combat_Power>600</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tutorial_Sabotage_Cost_Credits>100000</Tutorial_Sabotage_Cost_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>400</Slice_Cost_Credits>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>R_Ground_Light_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Small_LightFactory, 1.0
			Rebel_Survivors_Medium_LightFactory, 1.0
			Rebel_Survivors_Large_LightFactory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Light_Vehicle_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Light_Vehicle_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>T2B_Tank, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>T2B_Tank, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>140.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Light_Shield_Regenerators_L1_Upgrade,
				RG_Light_Shield_Regenerators_L2_Upgrade,
				RG_Light_Aircraft_Armor_L1_Upgrade,
				RG_Light_Aircraft_Armor_L2_Upgrade,
				RG_Light_Aircraft_Armor_L3_Upgrade,
				RG_Enhanced_Repulsors_L1_Upgrade,
				RG_Enhanced_Repulsors_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				Rebel_Scout_Tank_Brigade,
				Rebel_Light_Tank_Brigade,
				Rebel_MDU_Company,
				Rebel_Speeder_Wing,
				Rebel_AssaultSpeeder_Wing,
				Rebel_Atmospheric_XWing_Squad,
				RL_Enhanced_Repulsors_L1_Upgrade,
				RL_Enhanced_Repulsors_L2_Upgrade,
				RL_Light_Aircraft_Armor_L1_Upgrade,
				RL_Light_Aircraft_Armor_L2_Upgrade,
				RL_Light_Aircraft_Armor_L3_Upgrade,
				RL_Light_Shield_Regenerators_L1_Upgrade,
				RL_Light_Shield_Regenerators_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-20</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Droid_Works">
		<Text_ID>TEXT_GROUND_DROID_WORKS</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_DROIDWORKS_UNDERWORLD TEXT_TOOLTIP_GARRISON_DROIDWORKS</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_DROIDWORKS_UNDERWORLD TEXT_ENCYCLOPEDIA_DROIDWORKS_UNDERWORLD_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_DROIDWORKS.alo</Land_Model_Name>
		<Icon_Name>i_button_ub_droidworks.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.2</Scale_Factor>
		<Select_Box_Scale>160</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>750</Shield_Points> <!--750-->
		<Shield_Refresh_Rate>30</Shield_Refresh_Rate>
		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1300</Build_Cost_Credits>
		<Build_Time_Seconds>22</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, POWERED, SHIELDED</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>U_Ground_Droid_Works_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Underworld_Survivors_Small_DroidWorks, 1.0
			Underworld_Survivors_Medium_DroidWorks, 1.0
			Underworld_Survivors_Large_DroidWorks, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Droidworks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Droidworks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Destroyer_Droid, 6</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Destroyer_Droid, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00, SPAWN_01</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>120.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<Tactical_Buildable_Objects_Campaign>
			Underworld,
				UG_Improved_Hydraulics_L1_Upgrade,
				UG_Improved_Hydraulics_L2_Upgrade,
				UG_Smuggled_Droid_Systems_L1_Upgrade,
				UG_Smuggled_Droid_Systems_L2_Upgrade,
				UG_Improved_Chipsets_L1_Upgrade,
				UG_Improved_Chipsets_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				Fanblade_Fighter_Company,
				B1_Battledroid_Company,
				B1_Repairdroid_Company,
				B2_Battledroid_Company,
				MagnaGuard_Company,
				Underworld_MDU_Company,
				Destroyer_Droid_Company,
				HAG_Company,
				UL_FCU_Armor_Plating_L1_Upgrade,
				UL_FCU_Reactors_L1_Upgrade,
				UL_Improved_Hydraulics_L1_Upgrade,
				UL_Improved_Hydraulics_L2_Upgrade,
				UL_Smuggled_Droid_Systems_L1_Upgrade,
				UL_Smuggled_Droid_Systems_L2_Upgrade,
				UL_Improved_Chipsets_L1_Upgrade,
				UL_Improved_Chipsets_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-20</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Factory">
		<Text_ID>Galyana_Text_H_Factory</Text_ID>
		<Encyclopedia_Text>Galyana_Text_H_Factory_Text, Galyana_Text_H_Factory_Upgrades, Galyana_Text_H_Factory_Garrison</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Text_H_Factory_MP, Galyana_Text_H_Factory_Upgrades_MP</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>nb_piratebase_01.alo</Land_Model_Name>
		<Icon_Name>i_button_pirate_base.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.55</Scale_Factor>
		<Select_Box_Scale>425</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1500</Tactical_Health>
		<AI_Combat_Power>1000</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2500</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1250</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>H_Ground_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
<!--			Hutt_Survivors_Small_Factory, 1.0-->
			Hutt_Survivors_Medium_Factory, 1.0
			Hutt_Survivors_Large_Factory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

<!--		<Starting_Spawned_Units_Tech_0>Hutt_Modified_Pod_Walker, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Hutt_Modified_Pod_Walker, -1</Reserve_Spawned_Units_Tech_0>-->
<!--		<Starting_Spawned_Units_Tech_0>Hutt_Modified_Swamp_Speeder, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Hutt_Modified_Swamp_Speeder, -1</Reserve_Spawned_Units_Tech_0>-->
		<Starting_Spawned_Units_Tech_0>Hutt_Modified_Skiff, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Hutt_Modified_Skiff, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_3>Hutt_Modified_Skiff, 4</Starting_Spawned_Units_Tech_3>
		<Reserve_Spawned_Units_Tech_3>Hutt_Modified_Skiff, -1</Reserve_Spawned_Units_Tech_3>
		<Starting_Spawned_Units_Tech_3>Hutt_Modified_Heavy_Skiff, 2</Starting_Spawned_Units_Tech_3>
		<Reserve_Spawned_Units_Tech_3>Hutt_Modified_Heavy_Skiff, -1</Reserve_Spawned_Units_Tech_3>
		<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<!--Supercharged beams not used for GC, Sailbarge repair crews via merc outfitter-->
		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Armor_Plating_L1_Upgrade,
				HG_Armor_Plating_L2_Upgrade,
				HG_Armor_Plating_L3_Upgrade,
				HG_Heavy_Armor_L1_Upgrade,
				HG_Heavy_Armor_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				AALL6_Company,
				Hutt_Modified_Skiff_Team,
				Hutt_Modified_Swamp_Speeder_Team,
				Hutt_Modified_Pod_Walker_Team,
				Hutt_MDU_Company,
				Hutt_Heavy_Skiff_Team,
				Medium_Tank_Company,
				Heavy_Beam_Tank_Company,
				Hutt_SailBarge_Company,
				Scyk_Fighter_Company,
				Hutt_Valahari_Fighter_Company,
				Vaksai_Gunship_Company,
				HL_Armor_Plating_L1_Upgrade,
				HL_Armor_Plating_L2_Upgrade,
				HL_Armor_Plating_L3_Upgrade,
				HL_Heavy_Armor_L1_Upgrade,
				HL_Heavy_Armor_L2_Upgrade,
				HL_Sailbarge_Repair_Crews_Upgrade,
				HL_Supercharged_Beams_L1_Upgrade,
				HL_Supercharged_Beams_L2_Upgrade,
				HL_Advanced_Gunship_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-30</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Heavy_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_00, TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_EMPIRE_01 TEXT_TOOLTIP_GARRISON_E_HVYFAC</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Structure_Text_E_Heavy_Fact_Standard_01, Galyana_Structure_Text_E_Heavy_Fact_Standard_02</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_VehicleFactory.alo</Land_Model_Name>
		<Icon_Name>i_button_e_advanced_weapons.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1200</Tactical_Health>
		<AI_Combat_Power>800</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Light_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>2</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Heavy_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small_HeavyFactory, 1.0
			Empire_Survivors_Medium_HeavyFactory, 1.0
			Empire_Survivors_Large_HeavyFactory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Heavy_Vehicle_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Heavy_Vehicle_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>M1_Repulsor_Tank, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>M1_Repulsor_Tank, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Upgraded_Cooling_Systems_L2_Upgrade,
				EG_Heavy_Reflective_Armor_L1_Upgrade,
				EG_Heavy_Reflective_Armor_L2_Upgrade,
				EG_Enhanced_Reactors_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				Imperial_Artillery_Corp,
				HAV_Juggernaut_Company,
				Imperial_Armor_Group,
				Imperial_AT_TE_Assault_Company,
				Imperial_Heavy_Assault_Company,
				Lancet_Air_Wing,
				TIE_Neutralizer_Squad,
				Scimitar_Assault_Squad,
				EL_Enhanced_Reactors_L2_Upgrade,
				EL_Upgraded_Cooling_Systems_L2_Upgrade,
				EL_Heavy_Reflective_Armor_L1_Upgrade,
				EL_Heavy_Reflective_Armor_L2_Upgrade,
				EL_Fortified_Transports_Upgrade,
				EL_Improved_ATAT_Reactors_L1_Upgrade,
				EL_Improved_ATAT_Reactors_L2_Upgrade,
				EL_Siege_Bombers_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-30</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Heavy_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_00 TEXT_TOOLTIP_GARRISON_R_HVYFAC</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_00, MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REBEL_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>rb_heavyvehiclefactory.alo</Land_Model_Name>
		<Icon_Name>i_button_r_advanced_weapons.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<AI_Combat_Power>600</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>2000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>600</Slice_Cost_Credits>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>R_Ground_Light_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>R_Ground_Heavy_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Small_HeavyFactory, 1.0
			Rebel_Survivors_Medium_HeavyFactory, 1.0
			Rebel_Survivors_Large_HeavyFactory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Heavy_Vehicle_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Heavy_Vehicle_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>MPTL, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>MPTL, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>MPTL_Spotter, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>MPTL_Spotter, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>110.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<!--Tank damage upgrade triggered by Naboo planetary control-->
		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Heavy_Armor_L1_Upgrade,
				RG_Heavy_Armor_L2_Upgrade,
				RG_Improved_Treads_L1_Upgrade,
				RG_Improved_Treads_L2_Upgrade,
				RG_Experimental_Shielding_L1_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				Gallofree_HTT_Company,
				Rebel_Artillery_Brigade,
				Rebel_Medium_Tank_Brigade,
				Rebel_Heavy_Tank_Brigade,
				Rebel_Experimental_Tank_Brigade,
				RL_Upgraded_Scopes_L2_Upgrade,
				RL_Improved_Treads_L1_Upgrade,
				RL_Improved_Treads_L2_Upgrade,
				RL_Heavy_Armor_L1_Upgrade,
				RL_Heavy_Armor_L2_Upgrade,
				RL_Improved_Tank_Damage_L1_Upgrade,
				RL_Experimental_Shielding_L1_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-30</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_FACTORY_UNDERWORLD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_FACTORY_UNDERWORLD TEXT_TOOLTIP_GARRISON_FACTORY Galyana_Text_Und_Factory_Unlocks</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_FACTORY_UNDERWORLD TEXT_ENCYCLOPEDIA_FACTORY_UNDERWORLD_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_HeavyFactory.alo</Land_Model_Name>
		<Icon_Name>i_button_ub_heavyfactory.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.3</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>1000</Shield_Points> <!--1000-->
		<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Energy_Capacity>6000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4400</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2400</Build_Cost_Credits>
		<Build_Time_Seconds>35</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, POWERED, SHIELDED</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>U_Ground_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Underworld_Survivors_Small_Factory, 1.0
			Underworld_Survivors_Medium_Factory, 1.0
			Underworld_Survivors_Large_Factory, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>MZ8_Pulse_Cannon_Tank, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>MZ8_Pulse_Cannon_Tank, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<Tactical_Buildable_Objects_Campaign>
			Underworld,
				UG_Weapon_Boost_L1_Upgrade,
				UG_Weapon_Boost_L2_Upgrade,
				UG_Heavy_Shielding_L1_Upgrade,
				UG_Heavy_Shielding_L2_Upgrade,
				UG_Cloaking_Generator_L1_Upgrade,
				UG_Cloaking_Generator_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				F9TZ_Cloaking_Transport_Company,
				MAL_Rocket_Vehicle_Company,
				MZ8_Pulse_Cannon_Tank_Company,
				Canderous_Assault_Tank_Company,
				Nantex_Fighter_Company,
				Gauntlet_Heavy_Fighter_Company,
				UL_Cloaking_Generator_L1_Upgrade,
				UL_Cloaking_Generator_L2_Upgrade,
				UL_Heavy_Shielding_L1_Upgrade,
				UL_Heavy_Shielding_L2_Upgrade,
				UL_Weapon_Boost_L1_Upgrade,
				UL_Weapon_Boost_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-30</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Advanced_Vehicle_Factory">
		<Text_ID>TEXT_GROUND_ADVANCED_VEHICLE_FACTORY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_00, TEXT_TOOLTIP_GARRISON_E_ADVFAC</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_MegaAdvancedWeapons.alo</Land_Model_Name>
		<Icon_Name>i_button_e_mega_advanced_weapons.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>2.0</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1600</Tactical_Health>
		<AI_Combat_Power>800</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>15000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>3</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Advanced_Vehicle_Factory_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small, 1.0
			Empire_Survivors_Medium, 1.0
			Empire_Survivors_Large, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Advanced_Factory_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Advanced_Vehicle_Factory_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Advanced_Vehicle_Factory_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>AT_AT_Walker, 1</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>AT_AT_Walker, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>60</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>180.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<!--AT-AT reactors L2 by control of Byss; Siege bombers via merc outfitter-->
		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Fortified_Transports_Upgrade,
				EG_Improved_ATAT_Reactors_L1_Upgrade,
				EG_Improved_ATAT_Reactors_L2_Upgrade,
				EG_Siege_Bombers_Upgrade
		</Tactical_Buildable_Objects_Campaign>
		<Tactical_Buildable_Objects_Multiplayer/>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-40</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Command_Center">
		<Text_ID>TEXT_STRUCTURE_IMPERIAL_COMMAND_CENTER</Text_ID>
		<Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_00, MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_EMPIRE_01, GALYANA_CLASS_BLANK, Galyana_Base_Income_Command_Center_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_CommandCenter.alo</Land_Model_Name>
		<Icon_Name>i_button_eb_commandcenter.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.66</Scale_Factor>
		<Select_Box_Scale>350</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>3200</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>120</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>
		<Base_Level_Available>1</Base_Level_Available>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<HQ_Win_Condition_Relevant>Yes</HQ_Win_Condition_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.15</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Imperial_Command_Center_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Large_CommandCenter, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Command_Center_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Command_Center_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				Mara_Jade_Team,
				Boba_Fett_Team_Land_MP,
				Darth_Team_Land_MP,
				General_Veers_Team,
				Emperor_Palpatine_Team,
				EC_Level_Two_Tech_Upgrade,
				EC_Level_Three_Tech_Upgrade,
				EC_Level_Four_Tech_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Empire_Command_Center_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.05</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Command_Center">
		<Text_ID>TEXT_STRUCTURE_REBEL_COMMAND_CENTER</Text_ID>
		<Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL_00, MP_TEXT_ENCYCLOPEDIA_COMMAND_CENTER_REBEL_01, GALYANA_CLASS_BLANK, Galyana_Base_Income_Command_Center_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_CommandCenter.alo</Land_Model_Name>
		<Icon_Name>i_button_rb_commandcenter.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.66</Scale_Factor>
		<Select_Box_Scale>350</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>3000</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>120</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>
		<Base_Level_Available>1</Base_Level_Available>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<HQ_Win_Condition_Relevant>Yes</HQ_Win_Condition_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.15</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Rebel_Command_Center_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Large_CommandCenter, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Command_Center_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Command_Center_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				Droids_Team,
				Katarn_Team,
				Han_Solo_Team_Land_MP,
				Luke_Skywalker_Jedi_Team,
				Obi_Wan_Team,
				Garm_Bel_Iblis_Team,
				Yoda_Team,
				RL_Commerce_L1_Upgrade,
				RL_Commerce_L2_Upgrade,
				RC_Level_Two_Tech_Upgrade,
				RC_Level_Three_Tech_Upgrade,
				RC_Level_Four_Tech_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Rebel_Command_Center_Income_Stream">
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Palace">
		<Text_ID>TEXT_GROUND_PALACE_UNDERWORLD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_PALACE_UNDERWORLD_ALT TEXT_PALACE_UNDERWORLD_BUILDS Galyana_Text_Palace_Unlocks</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_PALACE_UNDERWORLD_ALT TEXT_ENCYCLOPEDIA_PALACE_UNDERWORLD_01, GALYANA_CLASS_BLANK, Galyana_Base_Income_Command_Center_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_PALACE.alo</Land_Model_Name>
		<Icon_Name>i_button_ub_palace.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>220</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>1000</Shield_Points> <!--1000-->
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>2500</Tactical_Health>
		<Energy_Capacity>6000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>

		<HardPoints>
			HP_PALACE_POWER_GEN,
			HP_PALACE_COMM_ARRAY
		</HardPoints>
		<Should_Be_Destroyed_When_All_Hardpoints_Destroyed>No</Should_Be_Destroyed_When_All_Hardpoints_Destroyed>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>5000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<HQ_Win_Condition_Relevant>Yes</HQ_Win_Condition_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.15</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, POWERED, SHIELDED</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Underworld_Palace_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Underworld_Survivors_Large_CommandCenter, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Palace_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Palace_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<!--Enhanced deployment via merc outfitter-->
		<Tactical_Buildable_Objects_Campaign>
			Underworld,
				UG_Black_Market_Shielding_L1_Upgrade,
				UG_Black_Market_Shielding_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				Underworld_Saboteur_Team,
				Bossk_Team,
				IG88_Team_Land_MP,
				Urai_Fen_Team,
				Tyber_Zann_Team,
				Silri_Team,
				UL_Black_Market_Shielding_L1_Upgrade,
				UL_Black_Market_Shielding_L2_Upgrade,
				UL_Enhanced_Deployment_L1_Upgrade,
				UL_Enhanced_Deployment_L2_Upgrade,
				UL_Bounty_Upgrade,
				UL_Bombing_Run_Use_Upgrade,
				UL_Planetary_Bombard_Use_Upgrade,
				UC_Level_Two_Tech_Upgrade,
				UC_Level_Three_Tech_Upgrade,
				UC_Level_Four_Tech_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Underworld_Palace_Income_Bonus">
			<Specific_Mod_Source_Text>Galyana_Text_Palace_Income</Specific_Mod_Source_Text>
			<!--5% bonus to base planetary income-->
			<Percentage_Income_Modifier>5</Percentage_Income_Modifier>
			<!--plus an absolute 0 credits to planetary income-->
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<!--net effect of +( (base income * 0%) + 20) credits-->
			<Additional_Multiplier_On_Mining_Colonies>2.0</Additional_Multiplier_On_Mining_Colonies>
			<!--net result above multiplied by 2.0 if the affected planet is a mining colony-->
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Underworld_Palace_Income_Stream">
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<!--The state of these abilities (enabled/disabled) is controlled by hard points-->
		<Enable_Radar_Ability Name="Underworld_Palace_Enable_Radar">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Affects_All_Allies>True</Affects_All_Allies>
		</Enable_Radar_Ability>
<!--		<Base_Power_Ability Name="Underworld_Palace_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>-->
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Command_Center">
		<Text_ID>TEXT_STRUCTURE_HUTT_COMMAND_CENTER</Text_ID>
		<Encyclopedia_Text>TEXT_STRUCTURE_HUTT_COMMAND_CENTER_DES</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_STRUCTURE_HUTT_COMMAND_CENTER_MP, GALYANA_CLASS_BLANK, Galyana_Base_Income_Command_Center_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>W_huttpalace_variant.alo</Land_Model_Name>
		<Icon_Name>i_button_hutt_palace.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>320</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>2500</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>8000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2500</Build_Cost_Credits>
		<Build_Time_Seconds>120</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>1</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<HQ_Win_Condition_Relevant>Yes</HQ_Win_Condition_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.15</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Hutts_Command_Center_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Hutt_Survivors_Large_CommandCenter, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Hutt_Palace_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Command_Center_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Command_Center_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_2>Hutt_Bounty_Hunter, 1</Starting_Spawned_Units_Tech_2>
		<Reserve_Spawned_Units_Tech_2>Hutt_Bounty_Hunter, -1</Reserve_Spawned_Units_Tech_2>
		<Spawned_Squadron_Delay_Seconds>45</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>250.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<!--No GC buildables-->
		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				Hutt_Bounty_Hunter_Company,
				Sandfire_Company,
				Sykariius_Team,
				Nikomer_Team,
				Cuarson_Team,
				Xizor_Team,
				Pestelous_Team,
				HC_Level_Two_Tech_Upgrade,
				HC_Level_Three_Tech_Upgrade,
				HC_Level_Four_Tech_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Income_Stream_Ability Name="Hutt_Command_Center_Income_Stream">
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
		<!--<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-100</Absolute_Income_Modifier>-->
			<Specific_Mod_Source_Text>Galyana_Text_Palace_Income</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>0</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>100</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.0</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Command_Center">
		<Text_ID>TEXT_STRUCTURE_PIRATE_BASE</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Pirate_Command_Center</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Structure_Text_Pirate_Command_Center, GALYANA_CLASS_BLANK, Galyana_Base_Income_Processor</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>nb_piratebase_01.alo</Land_Model_Name>
		<Icon_Name>i_button_pirate_base.tga</Icon_Name>
		<Affiliation>Pirates</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>400</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>2500</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>
		<Additional_Population_Capacity>10</Additional_Population_Capacity>

		<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>10000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>
		<Base_Level_Available>0</Base_Level_Available>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<HQ_Win_Condition_Relevant>Yes</HQ_Win_Condition_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.15</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE, GARRISON_STRUCTURE</LandBehavior>
		<Property_Flags>InBase | CanContainGarrison</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Garrison_Category>Infantry</Garrison_Category>
		<Num_Garrison_Slots>7</Num_Garrison_Slots>
		<Garrison_Enter_Dist>60</Garrison_Enter_Dist>
		<Garrison_Exit_Dist>120</Garrison_Exit_Dist>
		<Garrison_Radius>120</Garrison_Radius>
		<Garrison_Bone_Names>ROOT</Garrison_Bone_Names>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Pirate_Command_Center_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Pirate_Survivors_Large, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Command_Center_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Command_Center_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Pirate_Soldier_Squad, 5</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Pirate_PLEX_Squad, 5</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_PLEX_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Swamp_Speeder_P, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Swamp_Speeder_P, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Pod_Walker_Pirate, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pod_Walker_Pirate, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Pirate_Skiff, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Skiff, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>250.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Pirates,
				PG_Reinforced_Structures_L1_Upgrade,
				PG_Reinforced_Structures_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Pirates,
				Pirate_Soldier_Squad,
				Pirate_Scout_Squad,
				Pirate_PLEX_Squad,
				Pirate_Assassin_Company_P,
				Pirate_Diplomat_Company,
				Pirate_Swamp_Speeder_Team,
				Pirate_Skiff_Team,
				Pirate_Pod_Walker_Team,
				Heavy_Skiff_Team,
				Valahari_Fighter_Company,
				PC_Level_Two_Tech_Upgrade,
				PC_Level_Three_Tech_Upgrade,
				PC_Level_Four_Tech_Upgrade,
				PL_Reinforced_Structures_L1_Upgrade,
				PL_Reinforced_Structures_L2_Upgrade,
				PL_Bombing_Run_Use_Upgrade,
				PL_Planetary_Bombard_Use_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Pirate_Command_Center_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Enable_Radar_Ability Name="Pirate_Command_Center_Enable_Radar">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Affects_All_Allies>True</Affects_All_Allies>
		</Enable_Radar_Ability>
		<Income_Stream_Ability Name="Pirate_Command_Center_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Planet_Income_Bonus_Ability Name="Pirate_Galactic_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>0</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>300</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Outpost">
		<Text_ID>TEXT_GROUND_SECONDARY_PIRATE_OUTPOST</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Pirate_Outpost</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Structure_Text_Pirate_Outpost</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_PirateBase_Sml.alo</Land_Model_Name>
		<Icon_Name>i_button_pirate_outpost.tga</Icon_Name>
		<Affiliation>Pirates</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.5</Scale_Factor>
		<Select_Box_Scale>400</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>750</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<!--The ground structures have this data which looks like it's space only because the snowspeeders are using
		space style pathfinding which needs this information so that we won't path speeders through structures-->
		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Pirate_Outpost_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Pirate_Survivors_Medium, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Barracks_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Barracks_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Barracks_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Starting_Spawned_Units_Tech_0>Pirate_Soldier_Squad, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Pirate_PLEX_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_PLEX_Squad, -1</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Pirate_Scout, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Pirate_Scout, -1</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
		<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
		<Spawned_Squadron_Location_Flyout_Distances>60.0</Spawned_Squadron_Location_Flyout_Distances>
		<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>

		<Tactical_Buildable_Objects_Campaign>
			Pirates,
				PG_Bacta_Pack_L1_Upgrade,
				PG_Bacta_Pack_L2_Upgrade,
				PG_Improved_Vehicle_Health_L1_Upgrade,
				PG_Improved_Vehicle_Health_L2_Upgrade,
				PG_Improved_Vehicle_Damage_L1_Upgrade,
				PG_Improved_Vehicle_Damage_L2_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Pirates,
				Pirate_Soldier_Squad,
				Pirate_Scout_Squad,
				Pirate_PLEX_Squad,
				Pirate_Assassin_Company_P,
				Pirate_Diplomat_Company,
				PL_More_Garrisons_L1_Upgrade,
				PL_Bacta_Pack_L1_Upgrade,
				PL_Bacta_Pack_L2_Upgrade,
				PL_Improved_Vehicle_Health_L1_Upgrade,
				PL_Improved_Vehicle_Health_L2_Upgrade,
				PL_Improved_Vehicle_Damage_L1_Upgrade,
				PL_Improved_Vehicle_Damage_L2_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Pirate_Outpost_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Template_Ground_Communications_Array">
		<Text_ID>TEXT_STRUCTURE_COMM_ARRAY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_COMM_ARRAY_00, TEXT_ENCYCLOPEDIA_COMM_ARRAY_01</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMM_ARRAY_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_COMCENTER.alo</Land_Model_Name>
		<Icon_Name>i_button_communications_array.tga</Icon_Name>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>150</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>350</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>

		<Score_Cost_Credits>4000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1500</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<SFXEvent_Select>Structure_Comm_Array_Select_SFX</SFXEvent_Select>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Communications_Array">
		<Variant_Of_Existing_Type>Template_Ground_Communications_Array</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<Obstacle_Proxy_Type>E_Ground_Communications_Array_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Comm_Array_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Comm_Array_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Enable_Radar_Ability Name="E_Comm_Array_Enable_Radar">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Affects_All_Allies>True</Affects_All_Allies>
		</Enable_Radar_Ability>
		<Battlefield_Modifier_Ability Name="E_Comm_Array_Slower_Reinforcements_Effect">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Reinforcement_Time_Multiplier>2.0</Reinforcement_Time_Multiplier>
			<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
			<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
			<Stacking_Category>0</Stacking_Category>
		</Battlefield_Modifier_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Communications_Array">
		<Variant_Of_Existing_Type>Template_Ground_Communications_Array</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<Obstacle_Proxy_Type>R_Ground_Communications_Array_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Comm_Array_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Comm_Array_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Enable_Radar_Ability Name="R_Comm_Array_Enable_Radar">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Affects_All_Allies>True</Affects_All_Allies>
		</Enable_Radar_Ability>
		<Battlefield_Modifier_Ability Name="R_Comm_Array_Slower_Reinforcements_Effect">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Reinforcement_Time_Multiplier>2.0</Reinforcement_Time_Multiplier>
			<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
			<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
			<Stacking_Category>0</Stacking_Category>
		</Battlefield_Modifier_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Communications_Array">
		<Variant_Of_Existing_Type>Template_Ground_Communications_Array</Variant_Of_Existing_Type>
		<Encyclopedia_Text>Galyana_Structure_Text_Comm_Array</Encyclopedia_Text>
		<Affiliation>Hutts</Affiliation>

		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Tech_Level>2</Tech_Level>

		<Obstacle_Proxy_Type>H_Ground_Communications_Array_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Comm_Array_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Comm_Array_Destroyed</SFXEvent_Unit_Lost>

		<!--This Galactic_Influence_Range controls how far the Spy Network ability extends-->
		<!--75 units is the max fleet movement distance-->
		<Galactic_Influence_Range>75.0</Galactic_Influence_Range>
		<Hyperspace_Fleet_Reveal_Range>75.0</Hyperspace_Fleet_Reveal_Range>

		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Secure_Area_Upgrade,
				HG_Shielded_Deployment_L1_Upgrade
		</Tactical_Buildable_Objects_Campaign>

	<Abilities SubObjectList="Yes">
		<Enable_Radar_Ability Name="H_Comm_Array_Enable_Radar">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Affects_All_Allies>True</Affects_All_Allies>
		</Enable_Radar_Ability>
		<Battlefield_Modifier_Ability Name="H_Comm_Array_Slower_Reinforcements_Effect">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Reinforcement_Time_Multiplier>2.0</Reinforcement_Time_Multiplier>
			<Reverse_Application_Logic>Yes</Reverse_Application_Logic>
			<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
			<Stacking_Category>0</Stacking_Category>
		</Battlefield_Modifier_Ability>
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<System_Spy_Ability Name="Comm_Array_System_Spy">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Base_Levels>Yes</See_Base_Levels>
			<See_Credit_Income>Yes</See_Credit_Income>
			<See_Credit_Income_Breakdown>Yes</See_Credit_Income_Breakdown>
			<See_Num_Fleets>Yes</See_Num_Fleets>
			<See_Most_Powerful_Ship>Yes</See_Most_Powerful_Ship>
			<See_Fleet_Contents>Yes</See_Fleet_Contents>
			<See_Num_Ground_Companies>Yes</See_Num_Ground_Companies>
			<See_Ground_Company_Contents>Yes</See_Ground_Company_Contents>
			<See_Special_Structures>Yes</See_Special_Structures>
			<See_Political_Control>Yes</See_Political_Control>
			<See_Political_Control_Breakdown>Yes</See_Political_Control_Breakdown>
			<See_Current_Production>Yes</See_Current_Production>
			<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-25</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Research_Facility">
		<Text_ID>TEXT_GROUND_RESEARCH_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_RESEARCH_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_RESEARCH_00, MP_TEXT_ENCYCLOPEDIA_RESEARCH_01E</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_ResearchFacility.alo</Land_Model_Name>
		<Icon_Name>i_button_e_research_facility.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.35</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>800</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>12000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1800</Build_Cost_Credits>
		<Build_Time_Seconds>200</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>E_Ground_Research_Facility_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Empire_Survivors_Small_ResearchFacility, 1.0
			Empire_Survivors_Medium_ResearchFacility, 1.0
			Empire_Survivors_Large_ResearchFacility, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Research_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Research_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<!--Weatherproof via Barracks, Base Shields via shield generator-->
		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Magnetically_Sealed_Structure_Upgrade,
				EG_Repair_Nanites_L1_Upgrade,
				EG_Repair_Nanites_L2_Upgrade,
				EG_Enhanced_Turret_Firepower_L1_Upgrade,
				EG_Enhanced_Turret_Firepower_L2_Upgrade,
				EG_Enhanced_Turret_Firepower_L3_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				EL_Enhanced_Turret_Firepower_L1_Upgrade,
				EL_Enhanced_Turret_Firepower_L2_Upgrade,
				EL_Enhanced_Turret_Firepower_L3_Upgrade,
				EL_Magnetically_Sealed_Structure_Upgrade,
				EL_Repair_Nanites_L1_Upgrade,
				EL_Repair_Nanites_L2_Upgrade,
				EL_Bombing_Run_Use_Upgrade,
				EL_Planetary_Bombard_Use_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-100</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Research_Facility">
		<Text_ID>TEXT_GROUND_RESEARCH_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_RESEARCH_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_RESEARCH_00, MP_TEXT_ENCYCLOPEDIA_RESEARCH_01R</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_ResearchFacility.alo</Land_Model_Name>
		<Icon_Name>i_button_rb_researchfacility.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>140</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>700</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>12000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>R_Ground_Research_Facility_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Rebel_Survivors_Small_ResearchFacility, 1.0
			Rebel_Survivors_Medium_ResearchFacility, 1.0
			Rebel_Survivors_Large_ResearchFacility, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Research_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Research_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<!--Note that there is no list of upgrades for campaign mode because this structure
		cannot currently be built from galactic mode for the Rebels.-->
		<!--Turret Defense via merc outfitter-->
		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				RL_More_Garrisons_L1_Upgrade,
				RL_More_Garrisons_L2_Upgrade,
				RL_More_Garrisons_L3_Upgrade,
				RL_Reinforced_Structures_Upgrade,
				RL_Enhanced_Turret_Defense_L1_Upgrade,
				RL_Enhanced_Turret_Defense_L2_Upgrade,
				RL_Enhanced_Turret_Defense_L3_Upgrade,
				RL_Bombing_Run_Use_Upgrade,
				RL_Planetary_Bombard_Use_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Advanced_Technologies_Facility">
		<Text_ID>Galyana_Text_H_Tech</Text_ID>
		<Encyclopedia_Text>Galyana_Text_H_Tech_Text, Galyana_Text_H_Tech_Upgrades</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Text_H_Tech_Text, Galyana_Text_H_Tech_Upgrades</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_twilek_building.alo</Land_Model_Name>
		<Icon_Name>i_button_NB_twilek_building.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>225</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>12000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>200</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>H_Ground_Advanced_Technologies_Facility_Build_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Hutt_Survivors_Small_ResearchFacility, 1.0
			Hutt_Survivors_Medium_ResearchFacility, 1.0
			Hutt_Survivors_Large_ResearchFacility, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Research_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Research_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<!--Shielded Deployment via merc outfitter, adv. gunship via Lok planetary control, base shields via shield gen-->
		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Enhanced_Turret_Firepower_L1_Upgrade,
				HG_Enhanced_Turret_Firepower_L2_Upgrade,
				HG_Enhanced_Turret_Firepower_L3_Upgrade,
				HG_Reinforced_Structures_L1_Upgrade,
				HG_Reinforced_Structures_L2_Upgrade,
				HG_Reinforced_Structures_L3_Upgrade,
				HG_Kavadonian_Nanites_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				HL_Enhanced_Turret_Firepower_L1_Upgrade,
				HL_Enhanced_Turret_Firepower_L2_Upgrade,
				HL_Enhanced_Turret_Firepower_L3_Upgrade,
				HL_Reinforced_Structures_L1_Upgrade,
				HL_Reinforced_Structures_L2_Upgrade,
				HL_Reinforced_Structures_L3_Upgrade,
				HL_Secure_Area_Upgrade,
				HL_Shielded_Deployment_L1_Upgrade,
				HL_Kavadonian_Nanites_Upgrade,
				HL_Bombing_Run_Use_Upgrade,
				HL_Planetary_Bombard_Use_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-100</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Magnepulse_Cannon">
		<Text_ID>TEXT_GROUND_MAGNEPULSE_CANNON</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MAGNEPULSE_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MAGNEPULSE_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_MagnepulseCannon.alo</Land_Model_Name>
		<Icon_Name>i_button_magnepulse_cannon.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>40</Energy_Refresh_Rate>

		<Damage>100</Damage>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<!--HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2-->
		<Special_Weapon_Index>2</Special_Weapon_Index>
		<Special_Weapon_Target_Action_Index>2</Special_Weapon_Target_Action_Index>
		<Lobbing_Superweapon_Chargeup_Particle>Magnepulse_Chargeup_Particles</Lobbing_Superweapon_Chargeup_Particle>
		<Lobbing_Superweapon_Chargeup_Particle_Bone_Name>attack_cool_bone</Lobbing_Superweapon_Chargeup_Particle_Bone_Name>
		<Lobbing_Superweapon_SFXEvent_Chargeup>Structure_Magnepulse_Charge</Lobbing_Superweapon_SFXEvent_Chargeup>
		<Lobbing_Superweapon_SFXEvent_Fire>Unit_Magnepulse_Fire</Lobbing_Superweapon_SFXEvent_Fire>
		<Lobbing_Superweapon_Chargeup_Frames>90</Lobbing_Superweapon_Chargeup_Frames>

		<Projectile_Types>Magnepulse_Blob</Projectile_Types>
		<!--Oksana: Make sure it matches recharge seconds in its unit ability, or it will ASSERT !!!-->
		<Projectile_Fire_Recharge_Seconds>30.0</Projectile_Fire_Recharge_Seconds>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>85</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>4.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
		<Turret_Rest_Angle>0.0, -45.0, 0.0</Turret_Rest_Angle>

		<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>

		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Score_Cost_Credits>20000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>2</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>No</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Requires_Base_Power>True</Requires_Base_Power>
		<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SPACE_OBSTACLE, LAND_OBSTACLE, TURRET, WEAPON, LOBBING_SUPERWEAPON, SELECTABLE, POWERED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>EHD_Magnepulse_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Select>Structure_Ion_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Magnepulse_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Magnepulse_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FIRE_LOBBING_SUPERWEAPON</Type>
			<!--Oksana: Make sure it matches this tag:<Projectile_Fire_Recharge_Seconds>or it will ASSERT-->
			<Recharge_Seconds>30</Recharge_Seconds>
			<Area_Effect_Decal_Distance>200.0</Area_Effect_Decal_Distance>
			<!--AJA - This broke the rendering code when I tried to enable it.<Effective_Radius>1500.0</Effective_Radius>-->
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-25</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Magnepulse_Cannon_GC"><!-- Need this without TACTICAL_SELL Behavior -->
		<Variant_Of_Existing_Type>E_Ground_Magnepulse_Cannon</Variant_Of_Existing_Type>

		<Build_Initially_Locked>No</Build_Initially_Locked>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>

		<Obstacle_Proxy_Type/>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FIRE_LOBBING_SUPERWEAPON</Type>
			<!--Oksana: Make sure it matches this tag:<Projectile_Fire_Recharge_Seconds>or it will ASSERT-->
			<Recharge_Seconds>30</Recharge_Seconds>
			<Area_Effect_Decal_Distance>200.0</Area_Effect_Decal_Distance>
			<!--AJA - This broke the rendering code when I tried to enable it.<Effective_Radius>1500.0</Effective_Radius>-->
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-25</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Uplink_Station">
		<Text_ID>TEXT_STRUCTURE_UPLINK_STATION</Text_ID>
		<Encyclopedia_Text>TEXT_STRUCTURE_UPLINK_TOOLTIP</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>w_uplink_station.alo</Land_Model_Name>
		<Icon_Name>i_button_uplink_station.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.15</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>500</Tactical_Health>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>

		<Score_Cost_Credits>4000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1500</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>400</Tactical_Sell_Credits>

		<Build_Cost_Credits>750</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Comm_Array_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Scanner_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Scanner_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FOW_REVEAL_PING</Type>
			<Recharge_Seconds>24.0</Recharge_Seconds>
			<Spawned_Object_Type>Proj_Special_Land_FOW_Reveal_Ping_Blast</Spawned_Object_Type>
			<Effective_Radius>0.0</Effective_Radius> <!-- 0.0 means no distance factor, unlimited to entire map -->
			<Area_Effect_Decal_Distance>250.0</Area_Effect_Decal_Distance>
			<GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Battlefield_Modifier_Ability Name="Rebel_Uplink_Station_FOW_Increase">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<FOW_Reveal_Range_Multiplier>1.25</FOW_Reveal_Range_Multiplier>
			<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
			<Stacking_Category>0</Stacking_Category>
		</Battlefield_Modifier_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Gravity_Generator">
		<Text_ID>TEXT_GROUND_GRAVITY_GEN</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_GRAV_GEN_01</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_GRAV_GEN_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_GRAVCONTROLGEN.alo</Land_Model_Name>
		<Icon_Name>i_button_repulsorlift.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.8</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>220.0</Obstacle_Width>
		<Obstacle_Height>220.0</Obstacle_Height>
		<Obstacle_X_Offset>-110.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-110.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Score_Cost_Credits>22000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>3000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>640</Tactical_Sell_Credits>

		<Build_Cost_Credits>2200</Build_Cost_Credits>
		<Build_Time_Seconds>45</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>U_Ground_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Tactical_Additional_Structure_Type/>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, GRAVITY_CONTROL_FIELD, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Gravity_Control_Field_Range>3000.0</Gravity_Control_Field_Range>
		<Gravity_Control_Field_Slow_Fraction>0.75</Gravity_Control_Field_Slow_Fraction><!--SoaFE: making it less intense for skirmish - was 0.9-->
		<Gravity_Control_Field_Effect>Repulsor_Jammer_Effect</Gravity_Control_Field_Effect>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>False</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_GravGen_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_GravGen_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Gravity_Generator_GC"><!-- Need this without TACTICAL_SELL Behavior -->
		<Variant_Of_Existing_Type>U_Ground_Gravity_Generator</Variant_Of_Existing_Type>

		<Build_Initially_Locked>No</Build_Initially_Locked>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>

		<Gravity_Control_Field_Range>3000.0</Gravity_Control_Field_Range>
		<Gravity_Control_Field_Slow_Fraction>0.9</Gravity_Control_Field_Slow_Fraction>
		<Gravity_Control_Field_Effect>Repulsor_Jammer_Effect</Gravity_Control_Field_Effect>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Obstacle_Proxy_Type/>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-40</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Shutter_Shield_GC"> <!-- GC ONLY -->
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>UB_SHUTTERSHIELDGEN.alo</Land_Model_Name>
		<Icon_Name>i_button_shutter_shield_generator.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Custom_Soft_Footprint_Radius>40</Custom_Soft_Footprint_Radius>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>500</Shield_Points> <!--500-->
		<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>4000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>15000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>5000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>1200</Tactical_Sell_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>50</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>U_Ground_Palace</Required_Special_Structures>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level> <!--5-->

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Reinforcement_Prevention_Radius>1000</Reinforcement_Prevention_Radius> <!-- 35% larger radius than 740 base shield -->
		<Bombing_Run_Prevention_Radius>1000</Bombing_Run_Prevention_Radius>
		<Base_Shield_Radius>1000</Base_Shield_Radius>

		<Behavior>DUMMY_GROUND_STRUCTURE, POWERED, SHIELDED</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, BASE_SHIELD, REVEAL, SELECTABLE, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

<!--		<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
		<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>-->
		<Base_Shield_Always_Off>False</Base_Shield_Always_Off>
		<Fine_Tune_Occupied_Passability>False</Fine_Tune_Occupied_Passability>
<!--		<SecondaryOccupationPassability>Shield</SecondaryOccupationPassability>-->
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type> </Obstacle_Proxy_Type>

		<Requires_Base_Power>True</Requires_Base_Power>
<!--		<Shield_Requires_Base_Power>False</Shield_Requires_Base_Power>--> <!-- Controls shutter shield effect via power generator (base power) -->
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Shield_Gen_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes"><!--Fake Ability just to show area effect-->
		<Force_Healing_Ability Name="Shield_AoE_U1000">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Types>U_Ground_Shutter_Shield_GC</Applicable_Unit_Types>
			<Heal_Range>1000.0</Heal_Range>
			<Heal_Percent>0.0</Heal_Percent>
			<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
			<Heal_Range_Blob_Material>FCU_Shield_Position_Highlight</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-40</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Shutter_Shield"> <!-- Skirmish -->
		<Variant_Of_Existing_Type>U_Ground_Shutter_Shield_GC</Variant_Of_Existing_Type>
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>

		<Scale_Factor>0.65</Scale_Factor>

		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Reinforcement_Prevention_Radius>800</Reinforcement_Prevention_Radius> <!-- smaller size to avoid issues in skirmish -->
		<Bombing_Run_Prevention_Radius>800</Bombing_Run_Prevention_Radius>
		<Base_Shield_Radius>800</Base_Shield_Radius>

		<Obstacle_Proxy_Type>U_Ground_Shutter_Shield_Build_Pad</Obstacle_Proxy_Type>

	<Abilities SubObjectList="Yes"><!--Fake Ability just to show area effect-->
		<Force_Healing_Ability Name="Shield_AoE_U800">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Types>U_Ground_Shutter_Shield</Applicable_Unit_Types>
			<Heal_Range>800.0</Heal_Range>
			<Heal_Percent>0.0</Heal_Percent>
			<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
			<Heal_Range_Blob_Material>FCU_Shield_Position_Highlight</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Shutter_Shield_Small"> <!-- Skirmish -->
		<Variant_Of_Existing_Type>U_Ground_Shutter_Shield_GC</Variant_Of_Existing_Type>
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>

		<Scale_Factor>0.5</Scale_Factor>

		<Shield_Points>500</Shield_Points> <!--400-->
		<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
		<Tactical_Health>400</Tactical_Health>

		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Reinforcement_Prevention_Radius>400</Reinforcement_Prevention_Radius> <!-- smaller size to avoid issues in skirmish -->
		<Bombing_Run_Prevention_Radius>400</Bombing_Run_Prevention_Radius>
		<Base_Shield_Radius>400</Base_Shield_Radius>

		<Obstacle_Proxy_Type>U_Ground_Shutter_Shield_Small_Build_Pad</Obstacle_Proxy_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

	<Abilities SubObjectList="Yes"><!--Fake Ability just to show area effect-->
		<Force_Healing_Ability Name="Shield_AoE_U400">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Types>U_Ground_Shutter_Shield_Small</Applicable_Unit_Types>
			<Heal_Range>400.0</Heal_Range>
			<Heal_Percent>0.0</Heal_Percent>
			<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
			<Heal_Range_Blob_Material>FCU_Shield_Position_Highlight</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Shutter_Shield">
		<Text_ID>TEXT_GROUND_SHUTTER_SHIELD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_01</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_SHUTTER_SHIELD_01</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_SHUTTERSHIELDGEN.alo</Land_Model_Name>
		<Icon_Name>i_button_shutter_shield_generator.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Custom_Soft_Footprint_Radius>40</Custom_Soft_Footprint_Radius>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>500</Override_Bounty_MP>
		<Score_Cost_Credits>15000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>5000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>1000</Tactical_Sell_Credits>

		<Build_Cost_Credits>3000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level> <!--5-->

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Range_Icon_Name>I_RADAR_SHUTTER_SHIELD.tga</Radar_Range_Icon_Name>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

<!--		<Reinforcement_Prevention_Radius>1000</Reinforcement_Prevention_Radius>-->
		<Bombing_Run_Prevention_Radius>3000</Bombing_Run_Prevention_Radius>
		<Base_Shield_Radius>3000</Base_Shield_Radius>

<!--		<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
		<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>-->
		<Base_Shield_Always_Off>False</Base_Shield_Always_Off>
		<Fine_Tune_Occupied_Passability>False</Fine_Tune_Occupied_Passability>
<!--		<SecondaryOccupationPassability>Shield</SecondaryOccupationPassability>-->

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, BASE_SHIELD, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Shield_Gen_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Types>H_Ground_Shutter_Shield</Applicable_Unit_Types>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Template_Ground_Base_Shield">
		<Text_ID>TEXT_GROUND_BASE_SHIELD</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BASE_SHIELD_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BASE_SHIELD_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_base_shield_generator.tga</Icon_Name>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>40.0</Obstacle_Width>
		<Obstacle_Height>40.0</Obstacle_Height>
		<Obstacle_X_Offset>-20.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
		<Custom_Hard_XExtent>50.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>50.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>40.0</Custom_Soft_Footprint_Radius>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>

		<Score_Cost_Credits>20000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>

		<!-- Build Cost and Time must be on the template ONLY or the game will ASSERT -->
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>
		<Movie_Object>False</Movie_Object>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, BASE_SHIELD, REVEAL, SELECTABLE, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
		<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>
		<Base_Shield_Always_Off>False</Base_Shield_Always_Off>
		<Fine_Tune_Occupied_Passability>False</Fine_Tune_Occupied_Passability>
		<SecondaryOccupationPassability>Shield</SecondaryOccupationPassability>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>

		<SFXEvent_Select>Structure_Shield_Gen_Select_SFX</SFXEvent_Select>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
		<SFXEvent_Powered_Active_Loop>Structure_Shutter_Shield_Generator_Loop</SFXEvent_Powered_Active_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Base_Shield_740">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN.alo</Land_Model_Name>
		<Affiliation>Empire</Affiliation>

		<Tactical_Health>700</Tactical_Health>
		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Tech_Level>2</Tech_Level>

		<Obstacle_Proxy_Type>E_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<!--When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed.-->
<!--		<Place_Other_Type_At_Every_Specific_Marker_Position>E_Ground_Base_Shield_740</Place_Other_Type_At_Every_Specific_Marker_Position>-->

		<Shield_Normal_Color>0.1, 0.0, 0.5, 0.2</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.0, 1.0, 0.75</Shield_Upgraded_Color>

		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>750</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_E_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				EL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>

		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name> <!--icon for when the shield's up-->
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Base_Shield_370">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_Shield_Gen_Small</Text_ID>
		<Land_Model_Name>NB_BASESHIELDGEN_small.alo</Land_Model_Name>
		<Icon_Name>i_button_base_shield_generator_small.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Tactical_Health>500</Tactical_Health>
		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Obstacle_Proxy_Type>E_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

		<Shield_Normal_Color>0.1, 0.0, 0.5, 0.2</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.0, 1.0, 0.75</Shield_Upgraded_Color>

		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_E_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Empire,
				EG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				EL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Base_Shield_740_Pad">
		<Variant_Of_Existing_Type>E_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Base_Shield_370_Pad">
		<Variant_Of_Existing_Type>E_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Base_Shield_740">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN.alo</Land_Model_Name>
		<Affiliation>Rebel</Affiliation>

		<Tactical_Health>700</Tactical_Health>
		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>700</Slice_Cost_Credits>
		<Tech_Level>1</Tech_Level>

		<Obstacle_Proxy_Type>R_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>R_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		
		<!--When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed.-->
<!--		<Place_Other_Type_At_Every_Specific_Marker_Position>R_Ground_Base_Shield_740</Place_Other_Type_At_Every_Specific_Marker_Position>-->

		<Shield_Normal_Color>0.5, 0.1, 0.1, 0.2</Shield_Normal_Color>
		<Shield_Upgraded_Color>1.0, 0.1, 0.1, 0.75</Shield_Upgraded_Color>

		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>750</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>RHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_R_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				RL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Base_Shield_370">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_Shield_Gen_Small</Text_ID>
		<Land_Model_Name>NB_BASESHIELDGEN_small.alo</Land_Model_Name>
		<Icon_Name>i_button_base_shield_generator_small.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Tactical_Health>500</Tactical_Health>
		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Obstacle_Proxy_Type>R_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>R_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

		<Shield_Normal_Color>0.5, 0.1, 0.1, 0.2</Shield_Normal_Color>
		<Shield_Upgraded_Color>1.0, 0.1, 0.1, 0.75</Shield_Upgraded_Color>

		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>RHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_R_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Rebel,
				RG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				RL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Base_Shield_740_Pad">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Base_Shield_370_Pad">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Base_Shield_740"><!-- Reference Only -->
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN.alo</Land_Model_Name>
		<Affiliation>Underworld</Affiliation>

		<Tactical_Health>700</Tactical_Health>
		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>0</Tech_Level>

		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<Shield_Normal_Color>0.4, 0.4, 0.0, 0.3</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.8, 0.8, 0.0, 1.0</Shield_Upgraded_Color>

		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>750</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>UHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Base_Shield_370"><!-- Reference Only -->
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_Shield_Gen_Small</Text_ID>
		<Land_Model_Name>NB_BASESHIELDGEN_small.alo</Land_Model_Name>
		<Icon_Name>i_button_base_shield_generator_small.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Tactical_Health>500</Tactical_Health>
		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

		<Shield_Normal_Color>0.4, 0.4, 0.0, 0.3</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.8, 0.8, 0.0, 1.0</Shield_Upgraded_Color>

		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>UHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Base_Shield_740_Pad">
		<Variant_Of_Existing_Type>U_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Base_Shield_370_Pad">
		<Variant_Of_Existing_Type>U_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Base_Shield_740">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN.alo</Land_Model_Name>
		<Affiliation>Hutts</Affiliation>

		<Tactical_Health>700</Tactical_Health>
		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
		<Tech_Level>2</Tech_Level>

		<Obstacle_Proxy_Type>H_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>H_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		
		<!--When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed.-->
<!--		<Place_Other_Type_At_Every_Specific_Marker_Position>H_Ground_Base_Shield_740</Place_Other_Type_At_Every_Specific_Marker_Position>-->

		<Shield_Normal_Color>0.6, 0.0, 0.7, 0.5</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.1, 0.1, 1.0</Shield_Upgraded_Color>

		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>750</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>UHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_H_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				HL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Base_Shield_370">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_Shield_Gen_Small</Text_ID>
		<Land_Model_Name>NB_BASESHIELDGEN_small.alo</Land_Model_Name>
		<Icon_Name>i_button_base_shield_generator_small.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Tactical_Health>500</Tactical_Health>
		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Obstacle_Proxy_Type>H_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>H_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

		<Shield_Normal_Color>0.6, 0.0, 0.7, 0.5</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.1, 0.1, 1.0</Shield_Upgraded_Color>

		<Base_Shield_Radius>370</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>370</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>UHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Destruction_Survivors>
			Spectator_Despawn_H_ShieldGen_Upgrades, 1.0
		</Destruction_Survivors>

		<Tactical_Buildable_Objects_Campaign>
			Hutts,
				HG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				HL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Base_Shield_740_Pad">
		<Variant_Of_Existing_Type>H_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Base_Shield_370_Pad">
		<Variant_Of_Existing_Type>H_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Base_Shield_740">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_BASESHIELDGEN.alo</Land_Model_Name>
		<Affiliation>Pirates</Affiliation>

		<Tactical_Health>700</Tactical_Health>
		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Tech_Level>0</Tech_Level>

		<Obstacle_Proxy_Type>P_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>P_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<!--When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed.-->
<!--		<Place_Other_Type_At_Every_Specific_Marker_Position>P_Ground_Base_Shield_740</Place_Other_Type_At_Every_Specific_Marker_Position>-->

		<Shield_Normal_Color>0.1, 0.4, 0.1, 0.3</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.8, 0.1, 0.5</Shield_Upgraded_Color>

		<Base_Shield_Radius>740</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>750</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Tactical_Buildable_Objects_Campaign>
			Pirates,
				PG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Pirates,
				PL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
		<Force_Healing_Ability Name="Pirate_ShieldGen_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Base_Shield_400">
		<Variant_Of_Existing_Type>Template_Ground_Base_Shield</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_Shield_Gen_Small</Text_ID>
		<Land_Model_Name>NB_BASESHIELDGEN_small.alo</Land_Model_Name>
		<Icon_Name>i_button_base_shield_generator_small.tga</Icon_Name>
		<Affiliation>Pirates</Affiliation>

		<Tactical_Health>500</Tactical_Health>
		<Override_Bounty_MP>200</Override_Bounty_MP>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Obstacle_Proxy_Type>P_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
		<Tactical_Additional_Structure_Type>P_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>

		<Shield_Normal_Color>0.1, 0.4, 0.1, 0.3</Shield_Normal_Color>
		<Shield_Upgraded_Color>0.1, 0.8, 0.1, 0.5</Shield_Upgraded_Color>

		<Base_Shield_Radius>400</Base_Shield_Radius>
		<Reinforcement_Prevention_Radius>400</Reinforcement_Prevention_Radius>

		<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>

		<Tactical_Buildable_Objects_Campaign>
			Pirates,
				PG_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Campaign>

		<Tactical_Buildable_Objects_Multiplayer>
			Pirates,
				PL_Enhanced_Base_Shield_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
		<Force_Healing_Ability Name="Pirate_ShieldGen_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Base_Shield_740_Pad">
		<Variant_Of_Existing_Type>P_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Base_Shield_400_Pad">
		<Variant_Of_Existing_Type>P_Ground_Base_Shield_400</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>N_Small_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
	</SpecialStructure>

	<SpecialStructure Name="Template_Ground_Power_Generator">
		<Text_ID>TEXT_STRUCTURE_POWER_GENERATOR</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>RB_SHIELD-GENERATOR.ALO</Land_Model_Name>
		<Icon_Name>i_button_power_generator.tga</Icon_Name>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>1200</Energy_Capacity>
		<Energy_Refresh_Rate>600</Energy_Refresh_Rate>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>2000</Score_Cost_Credits>

		<Build_Cost_Credits>200</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.2 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>

		<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Power_Generator_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Power_Generator">
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>E_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Empire</Affiliation>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="E_Power_Plant_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Empire_Anti_Infantry_Turret, Empire_Anti_Vehicle_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Base_Power_Ability Name="E_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Power_Generator">
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>R_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Rebel</Affiliation>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="R_Power_Plant_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Rebel_Anti_Infantry_Turret, Rebel_Anti_Vehicle_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Base_Power_Ability Name="R_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Power_Generator">
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_POWER_GENERATOR_03</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_POWER_GENERATOR_03</MP_Encyclopedia_Text>
		<Obstacle_Proxy_Type>U_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Land_Model_Name>UB_SHIELD-GENERATOR.ALO</Land_Model_Name>
		<Affiliation>Underworld</Affiliation>

		<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
		<Shield_Points>500</Shield_Points>
		<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
		<Tactical_Health>500</Tactical_Health>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
		<Tech_Level>1</Tech_Level>

		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE, POWERED, SHIELDED</LandBehavior>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Base_Power_Ability Name="U_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
<!--		<Combat_Bonus_Ability Name="U_Power_Plant_Turret_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Underworld_Mass_Driver_Turret, Underworld_Torpedo_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.10</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>-->
<!--		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-5</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>-->
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Power_Generator">
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>H_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Hutts</Affiliation>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Base_Power_Ability Name="H_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
		<Combat_Bonus_Ability Name="H_Power_Plant_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Hutt_Rapid_Fire_Laser_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Power_Generator">
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>P_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Pirates</Affiliation>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Base_Power_Ability Name="P_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
		<Force_Healing_Ability Name="Pirate_PowerGen_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Template_Pad">
		<Text_ID>TEXT_GROUND_BUNKER</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BUNKER</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BUNKER</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_Bunker.alo</Land_Model_Name>
		<Icon_Name>i_button_nb_bunker.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>110</Select_Box_Scale>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Custom_Hard_XExtent>26.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>26.0</Custom_Hard_YExtent>

		<Armor_Type>Armor_Bunker</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>50</Override_Bounty_MP>
		<Score_Cost_Credits>3000</Score_Cost_Credits>

		<Build_Cost_Credits>300</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Land</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.08 0.08</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, EARTHQUAKE_TARGET, STUNNABLE, GARRISON_STRUCTURE</LandBehavior>
		<Property_Flags>TacticalStructure | CanContainGarrison | GarrisonCanFire</Property_Flags>
		<CategoryMask>Structure</CategoryMask>

		<Garrison_Category>Infantry</Garrison_Category>
		<Num_Garrison_Slots>5</Num_Garrison_Slots>
		<Num_Garrison_Guns>8</Num_Garrison_Guns>
		<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
		<Garrison_Exit_Dist>50</Garrison_Exit_Dist>
		<Garrison_Radius>5</Garrison_Radius>
		<Garrison_Bone_Names>b_garrison_00, b_garrison_01, b_garrison_02, b_garrison_03</Garrison_Bone_Names>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Bunker_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Empire_Pad">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Land_Model_Name>EB_TestBunker.alo</Land_Model_Name>
		<Icon_Name>i_button_bunker.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Garrison_Radius>10</Garrison_Radius>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Rebel_Pad">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Land_Model_Name>RB_Bunker.alo</Land_Model_Name>
		<Icon_Name>i_button_rb_bunker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Underworld_Pad">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Land_Model_Name>UB_Bunker.alo</Land_Model_Name>
		<Icon_Name>i_button_ui_bunker.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Hutts_Pad">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Land_Model_Name>NB_Bunker.alo</Land_Model_Name>
		<Icon_Name>i_button_nb_bunker.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Scale_Factor>1.2</Scale_Factor>
		<Select_Box_Scale>120</Select_Box_Scale>

		<Tactical_Health>1250</Tactical_Health>

		<Num_Garrison_Slots>6</Num_Garrison_Slots>
		<Garrison_Radius>10</Garrison_Radius>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Pirates_Pad">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Icon_Name>i_button_nb_bunker.tga</Icon_Name>
		<Land_Model_Name>NB_Bunker.alo</Land_Model_Name>
		<Affiliation>Pirates</Affiliation>
		<Scale_Factor>1.0</Scale_Factor>
	</SpecialStructure>

	<SpecialStructure Name="Garrison_Bunker_Capturable">
		<Variant_Of_Existing_Type>Garrison_Bunker_Template_Pad</Variant_Of_Existing_Type>
		<Affiliation>Neutral, Rebel, Empire, Underworld, Hutts, Pirates, Hostile</Affiliation>

		<Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Include_In_UI_Map_Header>True</Include_In_UI_Map_Header>

		<LandBehavior>SPACE_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, EARTHQUAKE_TARGET, STUNNABLE, GARRISON_STRUCTURE, CAPTURE_POINT</LandBehavior>

		<Capture_Point_Radius>160</Capture_Point_Radius>
		<Capture_Point_Transition_Time_Seconds>3</Capture_Point_Transition_Time_Seconds>
		<Ownership_Sticks>No</Ownership_Sticks>

		<Obstacle_Proxy_Type> </Obstacle_Proxy_Type>
	</SpecialStructure>

<!--Template for the Turbolaser Defenses galactic base enhancement.-->
	<SpecialStructure Name="Template_Galactic_Turbolaser_Tower_Defenses">
		<Text_ID>TEXT_TURBOLASER_DEFENSE_UPGRADE</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TURBOLASER_DEFENSE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_TLTower.ALO</Land_Model_Name>
		<Icon_Name>i_button_turbolaser_tower.tga</Icon_Name>
		<Affiliation/>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.7</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>

		<Damage>300</Damage>
		<AI_Combat_Power>1500</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Score_Cost_Credits>20000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>8000</Sabotage_Cost_Credits>

		<Build_Cost_Credits>3000</Build_Cost_Credits>
		<Build_Time_Seconds>60</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Is_Dummy>No</Is_Dummy>

		<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
		<Property_Flags>InBase</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure | AntiVehicle</CategoryMask>

		<!--All derived types need to specify a value for this entry that corresponds to the correct tactical Turbolaser Tower type for that faction.-->
		<!--<Place_Other_Type_At_Every_Specific_Marker_Position>Template_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>-->

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
			<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
			<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
		</Planet_Income_Bonus_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="E_Galactic_Turbolaser_Tower_Defenses">
		<Variant_Of_Existing_Type>Template_Galactic_Turbolaser_Tower_Defenses</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Tech_Level>2</Tech_Level>

		<!--When one of these objects is created in galactic mode, we will populate every marker in land mode
		that is a specific marker for E_Ground_Turbolaser_Tower. The galactic object will persist unless all
		instances of those tactical objects have been destroyed.-->
		<Place_Other_Type_At_Every_Specific_Marker_Position>E_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>
		<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<SpecialStructure Name="R_Galactic_Turbolaser_Tower_Defenses">
		<Variant_Of_Existing_Type>Template_Galactic_Turbolaser_Tower_Defenses</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>800</Slice_Cost_Credits>
		<Tech_Level>1</Tech_Level>

		<Place_Other_Type_At_Every_Specific_Marker_Position>R_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>
		<Tactical_Additional_Structure_Type>R_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<SpecialStructure Name="H_Galactic_Turbolaser_Tower_Defenses">
		<Variant_Of_Existing_Type>Template_Galactic_Turbolaser_Tower_Defenses</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
		<Tech_Level>3</Tech_Level>

		<Place_Other_Type_At_Every_Specific_Marker_Position>H_Ground_Turbolaser_Tower</Place_Other_Type_At_Every_Specific_Marker_Position>
		<Tactical_Additional_Structure_Type>H_Ground_Power_Generator</Tactical_Additional_Structure_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<!--Template for Turbolaser Towers as they exist in land tactical battles.-->
	<SpecialStructure Name="Template_Ground_Turbolaser_Tower">
		<Text_ID>TEXT_GROUND_TURBOLASER_TOWER</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TURBOLASER_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TURBOLASER_00</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Class_Tower</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_TLTower.alo</Land_Model_Name>
		<Icon_Name>i_button_turbolaser_tower.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.7</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>140</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>60.0</Obstacle_Width>
		<Obstacle_Height>60.0</Obstacle_Height>
		<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1250</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>250</Energy_Refresh_Rate>

		<Damage>300</Damage>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<!-- Projectile_Type by Faction -->
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 60.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 40.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>

		<!--Ground infantry priority 2, ground vehicles priority 1, air vehicles N/A (9999)-->
		<!--9999 = won't target-->
		<Turret_Targets_Ground_Infantry>3</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Air_Vehicles>2</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
		<Turret_Rotate_Speed>4.0</Turret_Rotate_Speed>
		<Turret_Bone_Name>B_Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel_00</Barrel_Bone_Name>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance>100.0</Targeting_Min_Attack_Distance>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>20000</Score_Cost_Credits>

		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>No</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<!--Turn the turbolaser off when base power goes out-->
		<Requires_Base_Power>True</Requires_Base_Power>
		<Place_At_Every_Specific_Marker_Position>True</Place_At_Every_Specific_Marker_Position>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, POWERED, WEAPON, TURRET, TARGETING, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Property_Flags>InBase | Turret</Property_Flags>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure | AntiVehicle</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>

		<SFXEvent_Fire>Unit_Turbo_Tower_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>

		<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor_Turbo</SFXEvent_Turret_Rotating_Loop> <!--Event for turret while rotating to fire-->

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

<!--	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Ground_Turbolaser_Tower_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>-->
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Turbolaser_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<Projectile_Types>Proj_Tower_Turbolaser_Green</Projectile_Types>

		<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>E_Ground_Turbolaser_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>EHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Unit_Under_Attack>EHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Turbolaser_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<Projectile_Types>Proj_Tower_Turbolaser_Red</Projectile_Types>

		<Tactical_Additional_Structure_Type>R_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>R_Ground_Turbolaser_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>RHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Unit_Under_Attack>RHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Turbolaser_Tower"> <!-- Reference Only -->
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<Projectile_Types>Proj_Tower_Turbolaser_Yellow</Projectile_Types>

		<Tactical_Additional_Structure_Type>U_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>U_Ground_Turbolaser_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>UHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Unit_Under_Attack>UHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Turbolaser_Tower"><!--GC Only-->
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<Projectile_Types>Proj_Tower_Turbolaser_Violet</Projectile_Types>

		<Tactical_Additional_Structure_Type>H_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>H_Ground_Turbolaser_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>UHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Unit_Under_Attack>UHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Heavy_Beam_Tower">
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Structure_HBT</Text_ID>
		<Affiliation>Hutts</Affiliation>

		<Projectile_Types>Proj_Tower_HeavyBeam</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0</Projectile_Fire_Pulse_Delay_Seconds>

		<Tactical_Additional_Structure_Type>H_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>H_Ground_Heavy_Beam_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>UHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>
		
		<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
		<SFXEvent_Unit_Under_Attack>UHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Turbolaser_Tower"><!--Skirmish Capturable Build Only-->
		<Variant_Of_Existing_Type>Template_Ground_Turbolaser_Tower</Variant_Of_Existing_Type>
		<Affiliation>Pirates</Affiliation>

		<Projectile_Types>Proj_Tower_Turbolaser_Orange</Projectile_Types>

		<Tactical_Additional_Structure_Type>P_Ground_Power_Generator</Tactical_Additional_Structure_Type>
		<Obstacle_Proxy_Type>N_Ground_Turbolaser_Tower_Build_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
		<SFXEvent_Special_Weapon_Ready>EHD_Turbo_Tower_Available</SFXEvent_Special_Weapon_Ready>

		<SFXEvent_Unit_Under_Attack>EHD_Turbo_Tower_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Turbo_Tower_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Pirate_TurboTower_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Template_Ground_Landing_Pad">
		<Text_ID>Galyana_Structure_LandingPad</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_LandingPad</Encyclopedia_Text>
		<MP_Encyclopedia_Text>Galyana_Structure_Text_LandingPad</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_Double_LandingPad.alo</Land_Model_Name>
		<Icon_Name>i_button_landingpad.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.55</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Custom_Hard_XExtent>32.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>32.0</Custom_Hard_YExtent>

		<Armor_Type>Armor_Bunker</Armor_Type>
		<Tactical_Health>300</Tactical_Health>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>50</Override_Bounty_MP>
		<Score_Cost_Credits>3000</Score_Cost_Credits>

		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Land</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.08 0.08</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, EARTHQUAKE_TARGET, STUNNABLE, GARRISON_STRUCTURE</LandBehavior>
		<Property_Flags>TacticalStructure | CanContainGarrison</Property_Flags>
		<CategoryMask>Structure</CategoryMask>

		<Garrison_Category>Air</Garrison_Category>
		<Num_Garrison_Slots>4</Num_Garrison_Slots>
		<Garrison_Enter_Dist>90</Garrison_Enter_Dist>
		<Garrison_Exit_Dist>80</Garrison_Exit_Dist>
		<Garrison_Radius>150</Garrison_Radius>
		<Garrison_Bone_Names>Root</Garrison_Bone_Names>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		
		<SFXEvent_Select>Structure_Research_Select_SFX</SFXEvent_Select>
		<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Selt_Destruct_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Selt_Destruct_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes"><!-- Should be able to deconstruct this -->
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Alternate_Name_Text>Galyana_Ability_Tactical_Deconstruct</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Tactical_Deconstruct</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_TACTICAL_DECONSTRUCT.TGA</Alternate_Icon_Name>
			<Expiration_Seconds>0.01</Expiration_Seconds>
			<Recharge_Seconds>0.01</Recharge_Seconds>
			<Spawned_Object_Type>Self_Destruct_Area_Blast_Effect_DUMMY</Spawned_Object_Type>
			<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Landing_Pad">
		<Variant_Of_Existing_Type>Template_Ground_Landing_Pad</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Landing_Pad">
		<Variant_Of_Existing_Type>Template_Ground_Landing_Pad</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Landing_Pad">
		<Variant_Of_Existing_Type>Template_Ground_Landing_Pad</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Landing_Pad">
		<Variant_Of_Existing_Type>Template_Ground_Landing_Pad</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="Template_Ground_Hangar">
		<Text_ID>Galyana_Structure_Hangar</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Hangar_Alt</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>EB_HANGAR_SMALL.alo</Land_Model_Name>
		<Icon_Name>i_button_hangar.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.0</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.18</Scale_Factor>
		<Select_Box_Scale>1000</Select_Box_Scale>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>1200</Tactical_Health>
		<AI_Combat_Power>50</AI_Combat_Power>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>250</Override_Bounty_MP>
		<Score_Cost_Credits>7500</Score_Cost_Credits>
<!--		<Tactical_Sell_Credits>625</Tactical_Sell_Credits>-->

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>No</Is_Dummy>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.15 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior> <!-- TACTICAL_SELL does not work with garrison behavior -->
		<LandBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE, GARRISON_STRUCTURE</LandBehavior>
		<Property_Flags>CanContainGarrison</Property_Flags>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Garrison_Category>Air</Garrison_Category>
		<Num_Garrison_Slots>12</Num_Garrison_Slots>
		<Num_Garrison_Guns>0</Num_Garrison_Guns>
		<Garrison_Exit_Dist>60</Garrison_Exit_Dist>
		<Garrison_Enter_Dist>60</Garrison_Enter_Dist>
		<Garrison_Radius>140</Garrison_Radius>
		<Garrison_Bone_Names>ROOT</Garrison_Bone_Names>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Select>Structure_Heavy_Factory_Select_SFX</SFXEvent_Select>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		<Selt_Destruct_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Selt_Destruct_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Alternate_Name_Text>Galyana_Ability_Tactical_Deconstruct</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Tactical_Deconstruct</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_TACTICAL_DECONSTRUCT.TGA</Alternate_Icon_Name>
			<Expiration_Seconds>0.01</Expiration_Seconds>
			<Recharge_Seconds>0.1</Recharge_Seconds>
			<Spawned_Object_Type>Self_Destruct_Area_Blast_Effect_DUMMY</Spawned_Object_Type>
			<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpecialStructure>

	<SpecialStructure Name="E_Ground_Hangar">
		<Variant_Of_Existing_Type>Template_Ground_Hangar</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>EHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Cantina_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Hangar_Aircraft_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>600.0</Heal_Range>
			<Heal_Percent>0.025</Heal_Percent>
			<Heal_Amount>40.0</Heal_Amount>
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories>Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected> <!--Unit_Force_Healing_Pulse-->
			<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
<!--		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>-->
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Hangar">
		<Variant_Of_Existing_Type>Template_Ground_Hangar</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Cantina_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Hangar_Aircraft_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>600.0</Heal_Range>
			<Heal_Percent>0.025</Heal_Percent>
			<Heal_Amount>40.0</Heal_Amount>
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories>Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected> <!--Unit_Force_Healing_Pulse-->
			<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Hangar">
		<Variant_Of_Existing_Type>Template_Ground_Hangar</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Cantina_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Hangar_Aircraft_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>600.0</Heal_Range>
			<Heal_Percent>0.025</Heal_Percent>
			<Heal_Amount>40.0</Heal_Amount>
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories>Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected> <!--Unit_Force_Healing_Pulse-->
			<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="H_Ground_Hangar">
		<Variant_Of_Existing_Type>Template_Ground_Hangar</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>UHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Cantina_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Hangar_Aircraft_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>600.0</Heal_Range>
			<Heal_Percent>0.025</Heal_Percent>
			<Heal_Amount>40.0</Heal_Amount>
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories>Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected> <!--Unit_Force_Healing_Pulse-->
			<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
<!--		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>-->
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Template_Mineral_Processor">
		<Text_ID>TEXT_STRUCTURE_NEUTRAL_RESOURCE_PAD</Text_ID>
		<Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_RESOURCE_PAD_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Processor</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining_Sml.alo</Land_Model_Name>
		<Icon_Name>i_button_nb_cmc22mining_sml.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>500.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Bracket_Width>20</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>100</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>300</Tactical_Health>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>150</Override_Bounty_MP>
		<Score_Cost_Credits>1500</Score_Cost_Credits>
		<Tactical_Sell_Credits>400</Tactical_Sell_Credits>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Base_Level_Available>1</Base_Level_Available>

		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Radar_Icon_Name>mini_map_resource.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>TACTICAL_SELL, SELECTABLE, IDLE, REVEAL, DAMAGE_TRACKING, UNIT_AI</Behavior>
		<LandBehavior>EARTHQUAKE_TARGET, TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, HIDE_WHEN_FOGGED</LandBehavior>
		<Property_Flags>TacticalStructure</Property_Flags>
		<CategoryMask>Structure</CategoryMask>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Mineral_Processor_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Select>Structure_Mineral_Select_SFX</SFXEvent_Select>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
		
<!--		<Lua_Script>Reset_Refinery_Bonus_Upgrade</Lua_Script>-->
	</SpecialStructure>

	<SpecialStructure Name="Empire_Mineral_Processor">
		<Variant_Of_Existing_Type>Template_Mineral_Processor</Variant_Of_Existing_Type>
		<Text_ID>TEXT_STRUCTURE_EMPIRE_RESOURCE_PAD</Text_ID>
		<Affiliation>Empire</Affiliation>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="E_Mineral_Processor_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Rebel_Mineral_Processor">
		<Variant_Of_Existing_Type>Template_Mineral_Processor</Variant_Of_Existing_Type>
		<Text_ID>TEXT_STRUCTURE_REBEL_RESOURCE_PAD</Text_ID>
		<Affiliation>Rebel</Affiliation>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="R_Mineral_Processor_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Underworld_Mineral_Processor">
		<Variant_Of_Existing_Type>Template_Mineral_Processor</Variant_Of_Existing_Type>
		<Text_ID>TEXT_STRUCTURE_UNDERWORLD_RESOURCE_PAD</Text_ID>
		<Affiliation>Underworld</Affiliation>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="U_Mineral_Processor_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Hutts_Mineral_Processor">
		<Variant_Of_Existing_Type>Template_Mineral_Processor</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Text_Hutt_Processor</Text_ID>
		<Affiliation>Hutts</Affiliation>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Income_Stream_Ability Name="H_Mineral_Processor_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Pirate_Mineral_Processor">
		<Variant_Of_Existing_Type>Template_Mineral_Processor</Variant_Of_Existing_Type>
		<Text_ID>Galyana_Text_Hutt_Processor</Text_ID>
		<Affiliation>Pirates</Affiliation>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="P_Mineral_Processor_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="Pirate_Mineral_Processor_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Template_Ground_Refinery">
		<Text_ID>Galyana_Structure_Refinery</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Refinery_Alt, GALYANA_CLASS_BLANK, Galyana_Base_Income_Refinery_Alt, Galyana_Base_Income_Refinery_Bonus</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_REFINERY.alo</Land_Model_Name>
		<Icon_Name>I_BUTTON_REFINERY.tga</Icon_Name>
		<Affiliation>Neutral</Affiliation>

		<Terrain_Texture_Modifier_Square>False</Terrain_Texture_Modifier_Square>
		<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
		<Terrain_Texture_Modifier_Join_Distance>500.0</Terrain_Texture_Modifier_Join_Distance>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.65</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>750</Tactical_Health>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Base_Level_Available>1</Base_Level_Available>

		<!--The ground structures have this data which looks like it's space only because the snowspeeders are using
		space style pathfinding which needs this information so that we won't path speeders through structures-->
		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Select>Structure_Mineral_Select_SFX</SFXEvent_Select>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<SpecialStructure Name="Empire_Ground_Refinery">
		<Variant_Of_Existing_Type>Template_Ground_Refinery</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<SFXEvent_Unit_Under_Attack>EHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Mining_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="E_Refinery_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Income_Stream_Mod_Ability Name="E_Refinery_Processor_Bonus">
			<Income_Multiplier>1.0</Income_Multiplier>
			<Income_Additive_Value>25.0</Income_Additive_Value>
			<Interval_Multiplier>1.0</Interval_Multiplier>
			<Stacking_Category>1</Stacking_Category>
			<Target_Stream_Source>Empire_Mineral_Processor</Target_Stream_Source>
			<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
			<Reverse_Application_Logic>No</Reverse_Application_Logic>
		</Income_Stream_Mod_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Rebel_Ground_Refinery">
		<Variant_Of_Existing_Type>Template_Ground_Refinery</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<SFXEvent_Unit_Under_Attack>RHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Mining_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="R_Refinery_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Income_Stream_Mod_Ability Name="R_Refinery_Processor_Bonus">
			<Income_Multiplier>1.0</Income_Multiplier>
			<Income_Additive_Value>25.0</Income_Additive_Value>
			<Interval_Multiplier>1.0</Interval_Multiplier>
			<Stacking_Category>1</Stacking_Category>
			<Target_Stream_Source>Rebel_Mineral_Processor</Target_Stream_Source>
			<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
			<Reverse_Application_Logic>No</Reverse_Application_Logic>
		</Income_Stream_Mod_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Underworld_Ground_Refinery">
		<Variant_Of_Existing_Type>Template_Ground_Refinery</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<SFXEvent_Unit_Under_Attack>UHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Mining_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="U_Refinery_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Income_Stream_Mod_Ability Name="U_Refinery_Processor_Bonus">
			<Income_Multiplier>1.0</Income_Multiplier>
			<Income_Additive_Value>25.0</Income_Additive_Value>
			<Interval_Multiplier>1.0</Interval_Multiplier>
			<Stacking_Category>1</Stacking_Category>
			<Target_Stream_Source>Underworld_Mineral_Processor</Target_Stream_Source>
			<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
			<Reverse_Application_Logic>No</Reverse_Application_Logic>
		</Income_Stream_Mod_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Hutts_Ground_Refinery">
		<Variant_Of_Existing_Type>Template_Ground_Refinery</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<SFXEvent_Unit_Under_Attack>UHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Mining_Destroyed</SFXEvent_Unit_Lost>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
		<Income_Stream_Ability Name="H_Refinery_Income_Stream">
			<Base_Income_Value>75</Base_Income_Value>
			<Base_Interval_In_Secs>5.0</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Income_Stream_Mod_Ability Name="H_Refinery_Processor_Bonus">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Income_Multiplier>1.0</Income_Multiplier>
			<Income_Additive_Value>25.0</Income_Additive_Value>
			<Interval_Multiplier>1.0</Interval_Multiplier>
			<Stacking_Category>1</Stacking_Category>
			<Target_Stream_Source>Hutts_Mineral_Processor</Target_Stream_Source>
			<Affects_All_Allied_Sources>Yes</Affects_All_Allied_Sources>
			<Reverse_Application_Logic>No</Reverse_Application_Logic>
		</Income_Stream_Mod_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Empire_Ground_Mining_Facility">
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MINING_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_MINING_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Mining_Facility_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining.alo</Land_Model_Name>
		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>725</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>3</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked> <!-- Using this version for Skirmish Mode -->
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>
		
		<!-- MiscObjects.xml -->
		<Destruction_Survivors>
			Spectator_Despawn_E_MiningFacility_Upgrades, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Mining_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				EL_Increased_Production_L1_Upgrade,
				EL_Increased_Production_L2_Upgrade,
				EL_Increased_Production_L3_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Empire_Mining_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<!--25% bonus to base planetary income-->
			<Percentage_Income_Modifier>2.0</Percentage_Income_Modifier>
			<!-- plus an absolute 0 credits to planetary income-->
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<!--net effect of +( (base income * 25%) + 0) credits-->
			<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
			<!--net result above multiplied by 2.0 if the affected planet is a mining colony-->
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Empire_Mining_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>125</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Empire_Ground_Mining_Facility_GC">
		<Variant_Of_Existing_Type>Empire_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Empire_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			Abregado_Rae,
			Alderaan_alive,
			Anaxes,
			Bestine,
			Bothawui,
			Byss,
			Carida,
			Corellia,
			Corulag,
			Dagobah,
			Dantooine,
			Dathomir,
			Endor,
			Felucia,
			Fresia,
			Geonosis,
			Honoghr,
			Honoghr_Story,
			Hoth,
			Kamino,
			Kamino_Prologue,
			Kashyyyk,
			Korriban,
			Kuat,
			Manaan,
			Mandalore,
			Mandalore_Prologue,
			Mandalore_Story,
			MonCalimari,
			MonCalimari_PM,
			Muunilinst,
			Myrkr,
			Naboo,
			Ryloth,
			Ryloth_Prologue,
			Saleucami,
			Shola,
			Taris,
			Tatooine,
			The_Maw,
			Thyferra,
			Utapau,
			VergessoAsteroids,
			Wayland,
			Yavin,
			Ebaq9,
			Mechis3,
			Onderon,
			Lok,
			Bastion,
			Yaga_Minor,
			Hapes,
			Trandosha,
			Kavadonia,
			Bakura,
			Cerea,
			Denon,
			Gamorr,
			Iego,
			Jakku,
			Ord_Mantell,
			Polis_Massa,
			Rattatak,
			Rodia,
			Telos
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Empire_Ground_Mining_Facility_GC_Unlim">
		<Variant_Of_Existing_Type>Empire_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Empire_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			AetenII,
			AlzocIII,
			Atzerri,
			Bespin,
			Bespin_Story,
			Bonadan,
			Coruscant,
			Eriadu,
			Fondor,
			Hypori,
			Ilum,
			Jabiim,
			Kessel,
			Mustafar,
			NalHutta,
			NalHutta_Prologue,
			NalHutta_Tutorial_4,
			NalHutta_Story,
			Polus,
			Sullust,
			Bilbringi,
			Lannik,
			Mygeeto,
			Rothana
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Rebel_Ground_Mining_Facility">
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MINING_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_MINING_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Mining_Facility_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining.alo</Land_Model_Name>
		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>725</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>3</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked> <!-- Using this version for Skirmish Mode -->
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Spectator_Despawn_R_MiningFacility_Upgrades, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>RHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Mining_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				RL_Increased_Production_L1_Upgrade,
				RL_Increased_Production_L2_Upgrade,
				RL_Increased_Production_L3_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Rebel_Mining_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>2.0</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Rebel_Mining_Income_Stream">
			<Base_Income_Value>125</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Rebel_Ground_Mining_Facility_GC">
		<Variant_Of_Existing_Type>Rebel_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Obstacle_Proxy_Type>Rebel_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			Abregado_Rae,
			Alderaan_alive,
			Anaxes,
			Bestine,
			Bothawui,
			Byss,
			Carida,
			Corellia,
			Corulag,
			Dagobah,
			Dantooine,
			Dathomir,
			Endor,
			Felucia,
			Fresia,
			Geonosis,
			Honoghr,
			Honoghr_Story,
			Hoth,
			Kamino,
			Kamino_Prologue,
			Kashyyyk,
			Korriban,
			Kuat,
			Manaan,
			Mandalore,
			Mandalore_Prologue,
			Mandalore_Story,
			MonCalimari,
			MonCalimari_PM,
			Muunilinst,
			Myrkr,
			Naboo,
			Ryloth,
			Ryloth_Prologue,
			Saleucami,
			Shola,
			Taris,
			Tatooine,
			The_Maw,
			Thyferra,
			Utapau,
			VergessoAsteroids,
			Wayland,
			Yavin,
			Ebaq9,
			Mechis3,
			Onderon,
			Lok,
			Bastion,
			Yaga_Minor,
			Hapes,
			Trandosha,
			Kavadonia,
			Bakura,
			Cerea,
			Denon,
			Gamorr,
			Iego,
			Jakku,
			Ord_Mantell,
			Polis_Massa,
			Rattatak,
			Rodia,
			Telos
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Rebel_Ground_Mining_Facility_GC_Unlim">
		<Variant_Of_Existing_Type>Rebel_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Rebel_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			AetenII,
			AlzocIII,
			Atzerri,
			Bespin,
			Bespin_Story,
			Bonadan,
			Coruscant,
			Eriadu,
			Fondor,
			Hypori,
			Ilum,
			Jabiim,
			Kessel,
			Mustafar,
			NalHutta,
			NalHutta_Prologue,
			NalHutta_Tutorial_4,
			NalHutta_Story,
			Polus,
			Sullust,
			Bilbringi,
			Lannik,
			Mygeeto,
			Rothana
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Underworld_Ground_Mining_Facility">
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MINING_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_MINING_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Mining_Facility_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining.alo</Land_Model_Name>
		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>725</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Build_Cost_Credits>800</Build_Cost_Credits>
		<Build_Time_Seconds>24</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>3</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked> <!-- Using this version for Skirmish Mode -->
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Spectator_Despawn_U_MiningFacility_Upgrades, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Mining_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				UL_Extort_Cash_L1_Upgrade,
				UL_Extort_Cash_L2_Upgrade,
				UL_Extort_Cash_L3_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Underworld_Mining_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>1.0</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.75</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Underworld_Mining_Income_Stream">
			<Base_Income_Value>125</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Hutts_Ground_Mining_Facility">
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MINING_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_MINING_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Mining_Facility_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining.alo</Land_Model_Name>
		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>725</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Build_Cost_Credits>500</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>3</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked> <!-- Using this version for Skirmish Mode -->
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Destruction_Survivors>
			Spectator_Despawn_H_MiningFacility_Upgrades, 1.0
		</Destruction_Survivors>

		<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>UHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>UHD_Mining_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				HL_Increased_Production_L1_Upgrade,
				HL_Increased_Production_L2_Upgrade,
				HL_Increased_Production_L3_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Hutts_Mining_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>2.0</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Hutts_Mining_Income_Stream">
			<Base_Income_Value>125</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Hutts_Ground_Mining_Facility_GC">
		<Variant_Of_Existing_Type>Hutts_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Hutts_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			Abregado_Rae,
			Alderaan_alive,
			Anaxes,
			Bestine,
			Bothawui,
			Byss,
			Carida,
			Corellia,
			Corulag,
			Dagobah,
			Dantooine,
			Dathomir,
			Endor,
			Felucia,
			Fresia,
			Geonosis,
			Honoghr,
			Honoghr_Story,
			Hoth,
			Kamino,
			Kamino_Prologue,
			Kashyyyk,
			Korriban,
			Kuat,
			Manaan,
			Mandalore,
			Mandalore_Prologue,
			Mandalore_Story,
			MonCalimari,
			MonCalimari_PM,
			Muunilinst,
			Myrkr,
			Naboo,
			Ryloth,
			Ryloth_Prologue,
			Saleucami,
			Shola,
			Taris,
			Tatooine,
			The_Maw,
			Thyferra,
			Utapau,
			VergessoAsteroids,
			Wayland,
			Yavin,
			Ebaq9,
			Mechis3,
			Onderon,
			Lok,
			Bastion,
			Yaga_Minor,
			Hapes,
			Trandosha,
			Kavadonia,
			Bakura,
			Cerea,
			Denon,
			Gamorr,
			Iego,
			Jakku,
			Ord_Mantell,
			Polis_Massa,
			Rattatak,
			Rodia,
			Telos
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Hutts_Ground_Mining_Facility_GC_Unlim">
		<Variant_Of_Existing_Type>Hutts_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Hutts_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			AetenII,
			AlzocIII,
			Atzerri,
			Bespin,
			Bespin_Story,
			Bonadan,
			Coruscant,
			Eriadu,
			Fondor,
			Hypori,
			Ilum,
			Jabiim,
			Kessel,
			Mustafar,
			NalHutta,
			NalHutta_Prologue,
			NalHutta_Tutorial_4,
			NalHutta_Story,
			Polus,
			Sullust,
			Bilbringi,
			Lannik,
			Mygeeto,
			Rothana
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Pirate_Ground_Mining_Facility">
		<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_MINING_00</Encyclopedia_Text>
		<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_MINING_00, GALYANA_CLASS_BLANK, Galyana_Base_Income_Mining_Facility_Alt</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>NB_CMC22Mining.alo</Land_Model_Name>
		<Icon_Name>i_button_mining_facility.tga</Icon_Name>
		<Affiliation>Pirates</Affiliation>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Obstacle_Width>120.0</Obstacle_Width>
		<Obstacle_Height>120.0</Obstacle_Height>
		<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>725</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Override_Bounty_MP>300</Override_Bounty_MP>
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1000</Sabotage_Cost_Credits>
		<Tactical_Sell_Credits>600</Tactical_Sell_Credits>

		<Build_Cost_Credits>1000</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>3</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>Yes</Build_Initially_Locked> <!-- Using this version for Skirmish Mode -->
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Is_Dummy>Yes</Is_Dummy>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Radar_Show_Facing>No</Radar_Show_Facing>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE, TACTICAL_SELL</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>In_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>
		<SFXEvent_Unit_Under_Attack>EHD_Mining_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>EHD_Mining_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>

		<Tactical_Buildable_Objects_Multiplayer>
			Pirates,
				PL_Increased_Production_L1_Upgrade,
				PL_Increased_Production_L2_Upgrade,
				PL_Increased_Production_L3_Upgrade
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Planet_Income_Bonus_Ability Name="Pirate_Mining_Income_Bonus">
			<Specific_Mod_Source_Text>TEXT_ECONOMY_MINING_FACILITIES</Specific_Mod_Source_Text>
			<Percentage_Income_Modifier>1.5</Percentage_Income_Modifier>
			<Absolute_Income_Modifier>0</Absolute_Income_Modifier>
			<Additional_Multiplier_On_Mining_Colonies>1.5</Additional_Multiplier_On_Mining_Colonies>
		</Planet_Income_Bonus_Ability>
		<Income_Stream_Ability Name="Pirate_Mining_Income_Stream">
			<Base_Income_Value>150</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="Pirate_Mining_Facility_Self_Repair">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.02</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</SpecialStructure>
	
	<SpecialStructure Name="Pirate_Ground_Mining_Facility_GC">
		<Variant_Of_Existing_Type>Pirate_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Pirate_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			Abregado_Rae,
			Alderaan_alive,
			Anaxes,
			Bestine,
			Bothawui,
			Byss,
			Carida,
			Corellia,
			Corulag,
			Dagobah,
			Dantooine,
			Dathomir,
			Endor,
			Felucia,
			Fresia,
			Geonosis,
			Honoghr,
			Honoghr_Story,
			Hoth,
			Kamino,
			Kamino_Prologue,
			Kashyyyk,
			Korriban,
			Kuat,
			Manaan,
			Mandalore,
			Mandalore_Prologue,
			Mandalore_Story,
			MonCalimari,
			MonCalimari_PM,
			Muunilinst,
			Myrkr,
			Naboo,
			Ryloth,
			Ryloth_Prologue,
			Saleucami,
			Shola,
			Taris,
			Tatooine,
			The_Maw,
			Thyferra,
			Utapau,
			VergessoAsteroids,
			Wayland,
			Yavin,
			Ebaq9,
			Mechis3,
			Onderon,
			Lok,
			Bastion,
			Yaga_Minor,
			Hapes,
			Trandosha,
			Kavadonia,
			Bakura,
			Cerea,
			Denon,
			Gamorr,
			Iego,
			Jakku,
			Ord_Mantell,
			Polis_Massa,
			Rattatak,
			Rodia,
			Telos
		</Required_Planets>
	</SpecialStructure>

	<SpecialStructure Name="Pirate_Ground_Mining_Facility_GC_Unlim">
		<Variant_Of_Existing_Type>Pirate_Ground_Mining_Facility</Variant_Of_Existing_Type>
		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Obstacle_Proxy_Type>Pirate_Ground_Mining_Facility_Build_Pad</Obstacle_Proxy_Type>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Required_Planets>
			AetenII,
			AlzocIII,
			Atzerri,
			Bespin,
			Bespin_Story,
			Bonadan,
			Coruscant,
			Eriadu,
			Fondor,
			Hypori,
			Ilum,
			Jabiim,
			Kessel,
			Mustafar,
			NalHutta,
			NalHutta_Prologue,
			NalHutta_Tutorial_4,
			NalHutta_Story,
			Polus,
			Sullust,
			Bilbringi,
			Lannik,
			Mygeeto,
			Rothana
		</Required_Planets>
	</SpecialStructure>

	<!-- GC variants in Ground_Structures_GC.xml -->
	
	<SpecialStructure Name="Template_Ground_Hutt_Palace">
		<Text_ID>TEXT_GROUND_HUTT_PALACE</Text_ID>
		<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_HUTT_PALACE_00 TEXT_TOOLTIP_REQUIRED_PLANETS_HUTT_PALACE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Land_Model_Name>W_HUTTPALACE.alo</Land_Model_Name>
		<Icon_Name>i_button_jabba_palace.tga</Icon_Name>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Row>0</GUI_Row>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

		<Mass>1.0</Mass>
		<Size_Value>50</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Armor_Type>Armor_Structure</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Political_Control>0</Political_Control>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>

		<Score_Cost_Credits>6000</Score_Cost_Credits>
		<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>

		<Build_Cost_Credits>600</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>
		<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
		<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Requires_Initial_Placement>True</Build_Requires_Initial_Placement>

		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Tech_Level>0</Tech_Level>

		<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
		<Space_Layer>Corvette</Space_Layer>

		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Community_Property>Yes</Is_Community_Property>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>

		<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
		<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
		<Base_Position>Out_Base</Base_Position>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>

		<SFXEvent_Select>Structure_Hutt_Palace_Select_SFX</SFXEvent_Select>

		<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	</SpecialStructure>

	<GroundStructure Name="E_Ground_Hutt_Palace">
		<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
		<Encyclopedia_Text>TEXT_TOOLTIP_HUTT_PALACE_SKIRMISH, GALYANA_CLASS_BLANK, Galyana_Base_Income_Hutt_Palace_Alt</Encyclopedia_Text>
		<Affiliation>Empire</Affiliation>

		<Space_Layer>Land</Space_Layer>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>20.0</Custom_Hard_YExtent>

		<Tactical_Sell_Credits>300</Tactical_Sell_Credits>
		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Victory_Relevant>No</Victory_Relevant>

		<Behavior>TACTICAL_SELL, DUMMY_GROUND_STRUCTURE</Behavior>

		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				Pirate_Soldier_Squad_E,
				Swamp_Speeder_Team_E,
				Empire_Skiff_Team,
				Pod_Walker_Company_E,
				Empire_Heavy_Skiff_Team,
				Valahari_Fighter_Company_E
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Empire_Hutt_Palace_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.04</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundStructure>

	<GroundStructure Name="R_Ground_Hutt_Palace">
		<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
		<Encyclopedia_Text>TEXT_TOOLTIP_HUTT_PALACE_SKIRMISH, GALYANA_CLASS_BLANK, Galyana_Base_Income_Hutt_Palace_Alt</Encyclopedia_Text>
		<Affiliation>Rebel</Affiliation>

		<Space_Layer>Land</Space_Layer>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>20.0</Custom_Hard_YExtent>

		<Tactical_Sell_Credits>300</Tactical_Sell_Credits>
		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Victory_Relevant>No</Victory_Relevant>

		<Behavior>TACTICAL_SELL, DUMMY_GROUND_STRUCTURE</Behavior>

		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				Pirate_Soldier_Squad_R,
				Swamp_Speeder_Team_R,
				Rebel_Skiff_Team,
				Pod_Walker_Company_R,
				Rebel_Heavy_Skiff_Team,
				Valahari_Fighter_Company_R
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Rebel_Hutt_Palace_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</GroundStructure>

	<GroundStructure Name="U_Ground_Hutt_Palace">
		<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
		<Encyclopedia_Text>TEXT_TOOLTIP_HUTT_PALACE_SKIRMISH, GALYANA_CLASS_BLANK, Galyana_Base_Income_Hutt_Palace_Alt</Encyclopedia_Text>
		<Affiliation>Underworld</Affiliation>

		<Space_Layer>Land</Space_Layer>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>20.0</Custom_Hard_YExtent>

		<Tactical_Sell_Credits>300</Tactical_Sell_Credits>
		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Victory_Relevant>No</Victory_Relevant>

		<Behavior>TACTICAL_SELL, DUMMY_GROUND_STRUCTURE</Behavior>

		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				Pirate_Soldier_Squad_U,
				Swamp_Speeder_Team_U,
				Underworld_Skiff_Team,
				Pod_Walker_Company_U,
				Underworld_Heavy_Skiff_Team,
				Valahari_Fighter_Company_U
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Underworld_Hutt_Palace_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>
	</GroundStructure>

	<GroundStructure Name="H_Ground_Hutt_Palace">
		<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
		<Encyclopedia_Text>TEXT_TOOLTIP_HUTT_PALACE_SKIRMISH, GALYANA_CLASS_BLANK, Galyana_Base_Income_Hutt_Palace_Alt</Encyclopedia_Text>
		<Affiliation>Hutts</Affiliation>

		<Space_Layer>Land</Space_Layer>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>20.0</Custom_Hard_YExtent>

		<Tactical_Sell_Credits>300</Tactical_Sell_Credits>
		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

		<Victory_Relevant>No</Victory_Relevant>

		<Behavior>TACTICAL_SELL, DUMMY_GROUND_STRUCTURE</Behavior>

		<Obstacle_Proxy_Type>Skirmish_Outpost_Pad</Obstacle_Proxy_Type>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				Pirate_Soldier_Squad_H,
				Pirate_Assassin_Company,
				Pirate_Scout_Squad_H,
				Hutt_Modified_Skiff_Team,
				Hutt_Modified_Swamp_Speeder_Team,
				Hutt_Modified_Pod_Walker_Team,
				Hutt_Heavy_Skiff_Team,
				Hutt_Valahari_Fighter_Company
		</Tactical_Buildable_Objects_Multiplayer>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Hutt_Hutt_Palace_Income_Stream">
		<!--Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play.-->
			<Base_Income_Value>50</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="H_Kavadonian_Nanites_Self_Repair">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
		</Force_Healing_Ability>
	</Abilities>
	</GroundStructure>

	<GroundStructure Name="Template_Ground_Wall">
		<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Wall</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Class_Wall</Encyclopedia_Unit_Class>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Hide_Health_Bar>False</GUI_Hide_Health_Bar>

		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>50</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
		<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>

		<Armor_Type>Armor_Wall</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Land_FOW_Reveal_Range>70.0</Land_FOW_Reveal_Range>
		<Override_Bounty_MP>0</Override_Bounty_MP>
		<Tactical_Sell_Credits>20</Tactical_Sell_Credits>

		<Space_Layer>Land</Space_Layer>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.04 0.03</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
		<LandBehavior>WALL, LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, EARTHQUAKE_TARGET</LandBehavior>
		<CategoryMask>Structure</CategoryMask>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>

		<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
	</GroundStructure>

	<GroundStructure Name="E_Ground_Wall">
		<Variant_Of_Existing_Type>Template_Ground_Wall</Variant_Of_Existing_Type>
		<Land_Model_Name>EB_WALL.ALO</Land_Model_Name>
		<Icon_Name>i_button_wall.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.03</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types/>
			<SFXEvent_Target_Affected/>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundStructure>

	<GroundStructure Name="R_Ground_Wall">
		<Variant_Of_Existing_Type>Template_Ground_Wall</Variant_Of_Existing_Type>
		<Land_Model_Name>RB_WALL.ALO</Land_Model_Name>
		<Icon_Name>i_button_wall_R.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
	</GroundStructure>

	<GroundStructure Name="U_Ground_Wall">
		<Variant_Of_Existing_Type>Template_Ground_Wall</Variant_Of_Existing_Type>
		<Land_Model_Name>EB_WALL.ALO</Land_Model_Name>
		<Icon_Name>i_button_wall.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
	</GroundStructure>

	<GroundStructure Name="H_Ground_Wall">
		<Variant_Of_Existing_Type>Template_Ground_Wall</Variant_Of_Existing_Type>
		<Land_Model_Name>RB_WALL.ALO</Land_Model_Name>
		<Icon_Name>i_button_wall_R.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
	</GroundStructure>

<!-- Gate Test v2.12.1 -->
<!--	<GroundStructure Name="Template_Ground_Gate">
		<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
		<Encyclopedia_Text>Galyana_Structure_Text_Wall</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Class_Wall</Encyclopedia_Unit_Class>

		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
		<GUI_Hide_Health_Bar>False</GUI_Hide_Health_Bar>

		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>115</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
		<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>
		<MovementClass>Hover</MovementClass>

		<AI_Combat_Power>5</AI_Combat_Power>

		<Armor_Type>Armor_Wall</Armor_Type>
		<Tactical_Health>1200</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
		<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
		<Override_Bounty_MP>0</Override_Bounty_MP>
		<Tactical_Sell_Credits>25</Tactical_Sell_Credits>

		<Space_Layer>Land</Space_Layer>
		<Victory_Relevant>No</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Size>0.06 0.03</Radar_Icon_Size>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
		<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<Behavior>SELECTABLE, POWERED, TACTICAL_SELL</Behavior>
		<LandBehavior>LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, EARTHQUAKE_TARGET, IDLE, WALK_LOCOMOTOR</LandBehavior>
		<CategoryMask>Structure</CategoryMask>

		<Avoidance_Disabled>Yes</Avoidance_Disabled>

		<Deploys>Yes</Deploys>
		<Deployment_Anim_Rate>1.6</Deployment_Anim_Rate>

		<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>

		<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>

		<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEPLOY</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundStructure>

	<GroundStructure Name="R_Ground_Gate">
		<Variant_Of_Existing_Type>Template_Ground_Gate</Variant_Of_Existing_Type>
		<Land_Model_Name>RB_GATE.ALO</Land_Model_Name>
		<Icon_Name>i_button_wall_R.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<OverridePassability>InfantryOnly</OverridePassability>
	</GroundStructure>-->

<!-- Compatibility Shields (NOT USED) -->
	<SpecialStructure Name="E_Ground_Base_Shield">
		<Variant_Of_Existing_Type>E_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>
	<SpecialStructure Name="E_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>E_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="R_Ground_Base_Shield">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>
	<SpecialStructure Name="R_Ground_Base_Shield_Small"> <!-- Needed for Story Campaign -->
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="U_Ground_Base_Shield">
		<Variant_Of_Existing_Type>U_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>
	<SpecialStructure Name="U_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>U_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>

	<SpecialStructure Name="P_Ground_Base_Shield">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_740</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>
	<SpecialStructure Name="P_Ground_Base_Shield_Small">
		<Variant_Of_Existing_Type>R_Ground_Base_Shield_370</Variant_Of_Existing_Type>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>0</Build_Cost_Credits>
	</SpecialStructure>

<!-- Compatibility Comm Arrays (NOT USED) -->
	<SpecialStructure Name="Communications_Array_E">
		<Variant_Of_Existing_Type>E_Ground_Communications_Array</Variant_Of_Existing_Type>
	</SpecialStructure>

	<SpecialStructure Name="Communications_Array_R">
		<Variant_Of_Existing_Type>R_Ground_Communications_Array</Variant_Of_Existing_Type>
	</SpecialStructure>

<!-- Compatibility Power Generators (NOT USED) -->
	<SpecialStructure Name="Power_Generator_E"><!-- Needed for Story Campaign -->
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>E_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Empire</Affiliation>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="E_Power_Plant_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Empire_Anti_Infantry_Turret, Empire_Anti_Vehicle_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Base_Power_Ability Name="E_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
	</Abilities>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_R"><!-- Needed for Story Campaign -->
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>R_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Rebel</Affiliation>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="R_Power_Plant_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Rebel_Anti_Infantry_Turret, Rebel_Anti_Vehicle_Turret</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>1.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Base_Power_Ability Name="R_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
	</Abilities>

		<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>

		<SFXEvent_Unit_Under_Attack>RHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
		<SFXEvent_Unit_Lost>RHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>
	</SpecialStructure>
	
	<SpecialStructure Name="Power_Generator_R_M1">
		<Variant_Of_Existing_Type>R_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Tactical_Health>10</Tactical_Health>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Victory_Relevant>Yes</Victory_Relevant>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_R_E3">
		<Variant_Of_Existing_Type>R_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Tactical_Health>125</Tactical_Health>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	</SpecialStructure>

	<SpecialStructure Name="Power_Generator_P"><!-- Needed for Story Campaign -->
		<Variant_Of_Existing_Type>Template_Ground_Power_Generator</Variant_Of_Existing_Type>
		<Obstacle_Proxy_Type>R_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
		<Affiliation>Pirates</Affiliation>

	<Abilities SubObjectList="Yes">
		<Base_Power_Ability Name="P_Power_Plant_Base_Power">
			<Activation_Style>Ground_Automatic</Activation_Style>
		</Base_Power_Ability>
	</Abilities>
	</SpecialStructure>
</SpecialStructures>








