<?xml version="1.0" encoding="utf-8"?>
<Data>
	<SpaceUnit Name="Dreadnaught_Heavy_Cruiser">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_DREADNAUGHT</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_DREADNAUGHT,
			GALYANA_CLASS_BLANK,
			STAT_E_DREADNAUGHT_SHIELD,
			STAT_E_DREADNAUGHT_HULL,
			STAT_E_DREADNAUGHT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_DREADNAUGHT,
			GALYANA_CLASS_BLANK,
			STAT_E_DREADNAUGHT_COST,
			STAT_E_DREADNAUGHT_TIME,
			STAT_E_DREADNAUGHT_SHIELD,
			STAT_E_DREADNAUGHT_HULL,
			STAT_E_DREADNAUGHT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Corellian_Corvette IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Y-Wing Executor_Frigate Munificent_Frigate</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UEAW_Dreadnaught.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_DREADNAUGHT.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>5</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>3.5</Scale_Factor>
		<Select_Box_Scale>125</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
		<Shield_Points>600</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate</Armor_Type>
		<Tactical_Health>2000</Tactical_Health>
		<Energy_Capacity>2500</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>25</Damage>
		<AI_Combat_Power>2500</AI_Combat_Power>

		<HardPoints>
			HP_Dreadnaught_Shield_Generator,
			HP_Dreadnaught_Engines,
			HP_Dreadnaught_Left_01,
			HP_Dreadnaught_Left_02,
			HP_Dreadnaught_Left_03,
			HP_Dreadnaught_Left_04,
			HP_Dreadnaught_Right_01,
			HP_Dreadnaught_Right_02,
			HP_Dreadnaught_Right_03,
			HP_Dreadnaught_Right_04
		</HardPoints>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Dreadnaught_TP</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Frigate | AntiCorvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>1800</Build_Cost_Credits>
		<Build_Time_Seconds>23</Build_Time_Seconds>

		<Tech_Level>1</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>

		<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>2000</Score_Cost_Credits>
		<Maintenance_Cost>0.15</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Dreadnaught_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>MISSILE_SHIELD</Type>
			<Disable_Movement>Yes</Disable_Movement>
			<Effective_Radius>0</Effective_Radius>
			<Recharge_Seconds>0</Recharge_Seconds>
			<Expiration_Seconds>0</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stop_UEAW_Dreadnaught</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
			<Alternate_Name_Text>Galyana_Ability_Stop</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Stop</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_INTERDICT.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Dreadnaught_Death_Clone">
		<Text_ID>UEAW_UNIT_DREADNAUGHT</Text_ID>
		<Space_Model_Name>UEAW_DREADNAUGHT_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Scale_Factor>5.8</Scale_Factor> <!-- Needs to be 5.0 -->
		<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Acclamator_Assault_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_I</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ACCLAMATOR_CLASS_I,
			GALYANA_CLASS_BLANK,
			STAT_E_ACCLAMATORI_SHIELD,
			STAT_E_ACCLAMATORI_HULL,
			STAT_E_ACCLAMATORI_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_ACCLAMATOR_CLASS_I,
			GALYANA_CLASS_BLANK,
			STAT_E_ACCLAMATORI_COST,
			STAT_E_ACCLAMATORI_TIME,
			STAT_E_ACCLAMATORI_SHIELD,
			STAT_E_ACCLAMATORI_HULL,
			STAT_E_ACCLAMATORI_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_ACCLAMATOR_CRUISER_I.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>5</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>

	<!-- Scale - Collision Info -->
		<Mass>0.9995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.85</Scale_Factor>
		<Select_Box_Scale>350</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>2.2</Max_Speed>
		<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>1.7</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
		<Shield_Points>700</Shield_Points>
		<Shield_Refresh_Rate>65</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate</Armor_Type>
		<Tactical_Health>2300</Tactical_Health>
		<Energy_Capacity>3000</Energy_Capacity>
		<Energy_Refresh_Rate>400</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>30</Damage>
		<AI_Combat_Power>2500</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 6</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_Acclamator_Weapon_FL,
			HP_Acclamator_Weapon_FR,
			HP_Acclamator_Weapon_FC,
			HP_Acclamator_Weapon_BL,
			HP_Acclamator_Weapon_BR,
			HP_Acclamator_Weapon_BC,
			HP_Acclamator_Engines,
			HP_Acclamator_Fighter_Bay
		</HardPoints>

		<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Frigate | AntiCorvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>20</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>

		<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>2000</Score_Cost_Credits>
		<Maintenance_Cost>0.1</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>9</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Acclamator_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>power_to_weapons</Type>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier> <!-- 2.0x DPS -->
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-1.2f</Mod_Multiplier> <!-- -2.5 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>21</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Acclamator_Assault_Ship_Class_II">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_II</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ACCLAMATOR_CLASS_II,
			GALYANA_CLASS_BLANK,
			STAT_E_ACCLAMATORII_SHIELD,
			STAT_E_ACCLAMATORII_HULL,
			STAT_E_ACCLAMATORII_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_ACCLAMATOR_CLASS_II,
			GALYANA_CLASS_BLANK,
			STAT_E_ACCLAMATORII_COST,
			STAT_E_ACCLAMATORII_TIME,
			STAT_E_ACCLAMATORII_SHIELD,
			STAT_E_ACCLAMATORII_HULL,
			STAT_E_ACCLAMATORII_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_ACCLAMATOR_CRUISER_II.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>5</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>

	<!-- Scale - Collision Info -->
		<Mass>0.9995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.85</Scale_Factor>
		<Select_Box_Scale>350</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>2.2</Max_Speed>
		<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>1.5</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
		<Shield_Points>700</Shield_Points>
		<Shield_Refresh_Rate>65</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate</Armor_Type>
		<Tactical_Health>2600</Tactical_Health>
		<Energy_Capacity>3000</Energy_Capacity>
		<Energy_Refresh_Rate>400</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>35</Damage>
		<AI_Combat_Power>2500</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>6</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 0</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_Acclamator2_Weapon_FL,
			HP_Acclamator2_Weapon_FR,
			HP_Acclamator2_Weapon_FC,
			HP_Acclamator2_Weapon_BL,
			HP_Acclamator2_Weapon_BR,
			HP_Acclamator2_Weapon_BC,
			HP_Acclamator2_Engines,
			HP_Acclamator2_Fighter_Bay
		</HardPoints>

		<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Frigate | AntiCorvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>2500</Build_Cost_Credits>
		<Build_Time_Seconds>25</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>

		<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1600</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>2500</Score_Cost_Credits>
		<Maintenance_Cost>0.1</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>4</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Acclamator_2_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>power_to_weapons</Type>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-1.6f</Mod_Multiplier> <!-- -4 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>23</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Acclamator_Death_Clone">
		<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_I</Text_ID>
		<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Scale_Factor>0.85</Scale_Factor>
		<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Acclamator_2_Death_Clone">
		<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_II</Text_ID>
		<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Scale_Factor>0.85</Scale_Factor>
		<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>






