<?xml version="1.0"?>
<Factions>
	<Faction Name="Rebel">
		<Is_Debug_Switchable_To>Yes</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_REBELS</Text_ID>
		<Icon_Name>i_icon_rebel.tga</Icon_Name>
		<Alternate_Icon_Name>rebel_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>185, 40, 39, 255</Color>
		<Display_Font_Color>185, 40, 39, 255</Display_Font_Color>
		<No_Colorization_Color>200, 70, 50, 255</No_Colorization_Color>
		<Big_Fleet_Color>185, 40, 39, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>0.95</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy>Empire</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Light</Force_Alignment>
		<Minimum_Visible_Base_Level>1</Minimum_Visible_Base_Level>
		<Basic_AI>BasicRebel</Basic_AI>
		<Can_Win_By_Destroying_Super_Weapon>Yes</Can_Win_By_Destroying_Super_Weapon>
		<Faction_Super_Weapon/>
		<Skirmish_Land_Bomber>Y-Wing_Bombing_Run</Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>
		<Scatters_From_Crushers>true</Scatters_From_Crushers>

		<!--Gameplay effects of planetary corruption on this faction.-->
		<Benefits_From_Corruption>No</Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers>1.0, 0.95</Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers>1.0, 0.9</Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Easily_Bribed>No</Easily_Bribed>

		<!--Unlike the Empire, the Rebel's tech levels go from 0-4 instead of 1-5. It needs to be adjusted
		before displaying it to the player otherwise it won't match the tech tree we show in-game.-->
		<Displayed_Tech_Level_Adjustment>+1</Displayed_Tech_Level_Adjustment>

		<Infantry_Icon_Name>i_button_rebel_soldier.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_r_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_r_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_r_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_r_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_x_wing.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name>IDD_TECH_TREE_REBEL</Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>i_rebel_help_droid.tga</Helper_Icon_Name>

		<Space_Retreat_Countdown_Seconds>15.00</Space_Retreat_Countdown_Seconds>
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor>3.0</Space_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Space_Retreat_Units_Damaged_Mod_Factor>3.0</Space_Retreat_Units_Damaged_Mod_Factor>
		<Space_Retreat_Flight_Move_Increment>500.0</Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames>1</Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0</Space_Retreat_Off_Map_Dest_Pos><!--WARNING: For some reason, non-0.0 Z can cause problems?-->
		<Space_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID>TEXT_RETREAT_SPACE_REBEL_COUNTDOWN</Space_Retreat_Countdown_Text_ID>

		<Space_Retreat_Begin_SFXEvent>RHD_Retreat_Started_Space</Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Rebel_Soldier</Space_Retreat_Enemy_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent>RHD_Retreat_Cancelled</Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent>RHD_Retreat_Not_Allowed</Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>RHD_Retreat_Interdictor</Space_Retreat_Not_Allowed_Reason_1_SFXEvent>	<!--Reason 1: Gravity Well-->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent/>							<!--Reason 2: Friendly Hero Preventing-->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent/>							<!--Reason 3: Tactical Superweaper Present-->
		<Space_Forced_Retreat_Due_To_Superweapon>Unit_Victory_DS_Retreat_Rebel_Soldier</Space_Forced_Retreat_Due_To_Superweapon>

		<Space_Surrender_SFXEvent>RHD_Retreat_Started_Space</Space_Surrender_SFXEvent>

		<Land_Retreat_Countdown_Seconds>15.00</Land_Retreat_Countdown_Seconds>
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Land_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Land_Retreat_Units_Damaged_Mod_Factor>2.0</Land_Retreat_Units_Damaged_Mod_Factor>
		<Land_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID>TEXT_RETREAT_LAND_REBEL_COUNTDOWN</Land_Retreat_Countdown_Text_ID>

		<Land_Retreat_Begin_SFXEvent>RHD_Retreat_Started_land</Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Rebel_Soldier</Land_Retreat_Enemy_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent>RHD_Retreat_Cancelled</Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent>RHD_Retreat_Not_Allowed</Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent/>	<!--Reason 1: Gravity Well-->
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent/>	<!--Reason 2: Friendly Hero Preventing-->
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent/>	<!--Reason 3: Tactical Superweaper Present-->

		<Land_Surrender_SFXEvent>RHD_Retreat_Started_land</Land_Surrender_SFXEvent>

	<!--<Reinforcements_Selection_SFXEvent>RHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>-->
	<!--<Reinforcements_Pick_Landing_Zone_SFXEvent>RHD_Choose_Landing</Reinforcements_Pick_Landing_Zone_SFXEvent>-->
	<!--<Reinforcements_Enroute_SFXEvent>RHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>-->
	<!--<Reinforcements_Cancelled_SFXEvent>RHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>-->
		<Reinforcements_Selection_SFXEvent>RHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent/>
		<Reinforcements_Enroute_SFXEvent>RHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent>RHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>

		<Reinforcements_Requesting_SFXEvent>RHD_Request_Assistance</Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent>RHD_Reinforcements_Available</Reinforcements_Ready_SFXEvent>
		<Reinforcements_Shadow_Blob_Material_Name>Reinforcement_Overlay_Rebel</Reinforcements_Shadow_Blob_Material_Name>
		<Bombing_Run_Shadow_Blob_Material_Name>Bombing_Run_Rebel</Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size>100.0</Bombing_Run_Blob_Size>

		<Bombardment_Shadow_Blob_Material_Name>Bombardment_Rebel</Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size>300.0</Bombardment_Blob_Size><!--was 250-->
		<Bombardment_Required_Orbital_Ships>UEAW_Nebula_SD, Calamari_Cruiser, MC80_LibertyType, MC80_HomeOneType, Venator_Cruiser, Nebulon_B2_Frigate, Nebulon_C_Frigate, MC99_Star_Dreadnaught, Viscount_Calamari_Cruiser, Home_One</Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile>Proj_Rebel_Bombardment_Ion_Cannon</Bombardment_Projectile>
		<Bombardment_Number_Of_Salvos>5</Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo>8</Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay>0.6</Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay>1.8</Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay>4.0</Bombardment_Initial_Delay>

		<Land_Mode_Selection_Blob_Material_Name>Selection_Rebel_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Rebel_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Space_Skirmish_Unit_Buy_Credits>100000</Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces>
			Rebel_X-Wing_Squadron, Rebel_X-Wing_Squadron
		</Space_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Buy_Credits>50000</Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces>
			Rebel_Infantry_Squad, Rebel_Infantry_Squad
		</Land_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,20,
			1,20,
			2,20,
			3,15,
			4,12,
			5,10,
			6,8,
			7,7,
			8,6,
			9,5
		</Land_Skirmish_Unit_Cap_By_Player_Count>

		<Debug_Ground_Structures>
			R_Ground_Barracks,
			R_Ground_Officer_Academy,
			R_Ground_Power_Generator,
			R_Ground_Communications_Array
		</Debug_Ground_Structures>

		<Superweapon_Win_Movie>Rebel_Win_Deathstar</Superweapon_Win_Movie>
		<Generic_Win_Movie>Rebel_Win_Space</Generic_Win_Movie>
		<Finale_Movie>Rebel_Win_Land</Finale_Movie>
		<Victory_Text>TEXT_REBEL_VICTORY</Victory_Text>
		<Defeat_Text>TEXT_REBEL_DEFEAT</Defeat_Text>

		<Space_Win_Image>i_rs_win.tga</Space_Win_Image>
		<Space_Lose_Image>i_rs_lose.tga</Space_Lose_Image>
		<Land_Win_Image>i_rl_win.tga</Land_Win_Image>
		<Land_Lose_Image>i_rl_lose.tga</Land_Lose_Image>

		<!--AJA 03/04/2005-Uncomment this block if you want the Empire to be able to win
			the campaign by defeating Mon Mothma and capturing Alderaan.
		<Home_Planet>Alderaan</Home_Planet>-->
		<Faction_Leader>Mon_Mothma</Faction_Leader>
		<Faction_Leader_Company>Mon_Mothma_Team</Faction_Leader_Company>

		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around the cursor location to show victims in range of click-->
		<Land_Area_Effect_Range_Overlay_Material_Name>Rebel_Land_Area_Effect_Range_Overlay</Land_Area_Effect_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Area_Effect_Range_Overlay_RGBA>128, 255, 128, 128</Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor>1.00</Land_Area_Effect_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->

		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around Obiwan to show click target terrain range-->
		<Land_Ability_Targeting_Range_Overlay_Material_Name>Rebel_Land_Ability_Targeting_Range_Overlay</Land_Ability_Targeting_Range_Overlay_Material_Name>	<!--In ShadowBlobMaterials.xml-->
		<Land_Ability_Targeting_Range_Overlay_RGBA>255, 255, 64, 128</Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor>1.00</Land_Ability_Targeting_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->

		<!--Allow special weapon firing in tactical maps that have no parent galactic mode-->
		<Standalone_Space_Maps_Special_Weapon_A>Skirmish_Ion_Cannon</Standalone_Space_Maps_Special_Weapon_A>
		<Standalone_Space_Maps_Special_Weapon_B/>

		<!--SFXEvents-->
		<SFXEvent_GUI_Start_Campaign>GUI_Select_Rebel_SFX</SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Slice_Success>RHD_New_Options</SFXEvent_Slice_Success>
		<SFXEvent_Slice_Failure>GUI_Bad_Sound</SFXEvent_Slice_Failure>
		<SFXEvent_Max_Credits_Limit_Reached>RHD_Credit_Capacity</SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing>RHD_Invasion_Commencing</SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded>RHD_System_Blockaded</SFXEvent_Build_Impossible_Location_Blockaded>	<!--In this case, enemy ships in orbit so can't build space station-->
		<SFXEvent_New_Construction_Options_Available>RHD_New_Construction</SFXEvent_New_Construction_Options_Available>		<!--Can be Tactical or Galactic-->
		<SFXEvent_Mission_Added>RHD_Mission_Updated</SFXEvent_Mission_Added><!--A new mission has been added to the holocron-the incoming transmission radar movie (and audio) is also playing-->
		<SFXEvent_Base_Shield_Absorb_Damage>SFX_Shield_Absorb_Detonation</SFXEvent_Base_Shield_Absorb_Damage><!--Tactical: When the base shield absorbs damage, most likely by a projectile-->
		<SFXEvent_Tactical_Unit_Cap_Reached>RHD_Unit_Cap_Reached</SFXEvent_Tactical_Unit_Cap_Reached><!--Tactical: We you can drag in anymore tactical units from the reinforcement palette-->
		<SFXEvent_Arrive_From_Hyperspace>Unit_Ship_Hyperspace_Enter</SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace>Unit_Ship_Hyperspace_Exit</SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement>RHD_Space_Station_Under_Attack</SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement>RHD_Base_Under_Attack</SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>RHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached>RHD_Unit_Cap_Reached</SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached>RHD_Unit_Cap_Reached</SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted>GUI_Corruption</SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed>EHD_Corruption_Removed</SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned>Structure_Garrison_SFX</SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated>Structure_UnGarrison_SFX</SFXEvent_Bunker_Vacated>

		<!--MusicEvents-->
		<Strategic_Map_Music_Event>Galactic_Map_Rebel_Music_Event</Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

		<!--REBEL WIN/LOSE MUSIC EVENTS-->
		<!--Specific vs. Factions-->
		<Music_Event_Tactical_Win_Vs_Faction>Empire,		Rebel_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Pirates,		Rebel_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Underworld,	Rebel_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Hutts,			Rebel_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction>Empire,		Rebel_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Pirates,		Rebel_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Underworld,	Rebel_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Hutts,		Rebel_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>

		<!--Generic-->
		<Music_Event_Tactical_Win>Rebel_Win_Tactical_Event</Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose>Rebel_Lose_Tactical_Event</Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win>Rebel_Win_Strategic_Event</Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose>Rebel_Lose_Strategic_Event</Music_Event_Strategic_Lose>

		<!--REBEL SUPERWEAPON PRESENT MUSIC EVENTS-Overrides to map events below-->
		<Music_Event_Space_Ambient_Super_Weapon/>
		<Music_Event_Space_Battle_Super_Weapon>Space_Map_Rebel_Battle_Death_Star_Music_Event</Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon/>
		<Music_Event_Land_Battle_Super_Weapon/>

		<!--REBEL TACTICAL BATTLE PENDING AUDIO EVENTS-->
		<SFX_Event_Tactical_Land_Battle_Pending>RHD_Battle_Pending</SFX_Event_Tactical_Land_Battle_Pending>
		<SFX_Event_Tactical_Space_Battle_Pending>RHD_Battle_Pending</SFX_Event_Tactical_Space_Battle_Pending>
		<Music_Event_Tactical_Land_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Land_Battle_Pending>
		<Music_Event_Tactical_Space_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Space_Battle_Pending>

		<!--REBEL MAPS MUSIC EVENTS-AMBIENT (NON-BATTLE)-->
		<!--Rebel: Space maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Space, Space_Map_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Temperate land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Temperate, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Arctic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Arctic, Ice_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Desert land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Desert, Desert_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Forest land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Forest, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Swamp land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Swamp, Swamp_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Volcanic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Volcanic, Volcanic_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Urban land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Urban, Urban_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>

		<!--REBEL MAPS MUSIC EVENTS-BATTLE-->
		<!--Rebel: Space maps: Music events for battle-->
		<Music_Event_List_Battle>Space, Space_Map_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Temperate land maps: Music evnts for battle-->
		<Music_Event_List_Battle>Temperate, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Arctic land maps: Music events for battle-->
		<Music_Event_List_Battle>Arctic, Ice_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Desert land maps: Music events for battle-->
		<Music_Event_List_Battle>Desert, Desert_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Forest land maps: Music events for battle-->
		<Music_Event_List_Battle>Forest, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Swamp land maps: Music events for battle-->
		<Music_Event_List_Battle>Swamp, Swamp_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Volcanic land maps: Music evets for battle-->
		<Music_Event_List_Battle>Volcanic, Volcanic_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Urban land maps: Music events for battle-->
		<Music_Event_List_Battle>Urban, Urban_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>

		<!--OBJECT SPOTTED ANNOUNCEMENTS-->
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Empire,	Unit_Announce_E_Field_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,				Unit_Announce_Emperor_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,						Unit_Announce_Fett_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,					Unit_Announce_Vader_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,					Unit_Announce_Veers_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		
		<SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,			Unit_Announce_Thrawn_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Admonitor_Star_Destroyer,		Unit_Announce_Thrawn_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,	Unit_Announce_Executor_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Interdictor_Cruiser,			Unit_Interdictor_Assault_Frigate</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,					Unit_Announce_Katarn_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,					Unit_Announce_ObiWan_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Rebel,	Unit_Announce_R_Field_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,						Unit_Announce_Solo_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Yoda,							Unit_Announce_Yoda_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,			Unit_Announce_Luke_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		Unit_Announce_Gargantuan_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Tyber_Zann,						Unit_Announce_Tyber_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>The_Peacebringer,				Unit_Announce_Tyber_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>IG-88,							Unit_Announce_IG88_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Urai_Fen,						Unit_Announce_Urai_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Silri,							Unit_Announce_Silri_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Enemy_Spotted>Unit_See_Enemy_Rebel_Soldier</SFXEvent_Enemy_Spotted>

		<!--REBEL SUPERWEAPON ANNOUNCEMENTS-->
		<SpeechEvent_Super_Weapon_Moving_Into_Range/>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds/>
		<SpeechEvent_Super_Weapon_Moved_Into_Range/>

		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>RHD_Death_Star_Begin_Approach</SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>RHD_Death_Star_1_Minute</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>RHD_Death_Star_30_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>RHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>RHD_Death_Star_5_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>RHD_Death_Star_Cleared</SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>

		<!--Event to play when a local player captures or loses control of a planet-->
		<SFXEvent_Planet_Gained_Control>RHD_Planet_Gained</SFXEvent_Planet_Gained_Control>	<!--Plays anytime control is gained-->
		<SFXEvent_Planet_Lost_Control>RHD_Planet_Lost</SFXEvent_Planet_Lost_Control>		<!--Plays only when control is lost from other player-->
		<!--Events to play when toggling non-hero ability states from the GUI / Command Bar-->

		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Spoiler Lock-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPOILER_LOCK, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPOILER_LOCK, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Harmonic Bomb-->
<!--		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARMONIC_BOMB, Unit_Attack_Rebel_Infiltrator</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>-->
		<!--Invulnerability Milenium Falcon-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INVULNERABILITY, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<!--Force Cloak-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!--Events to play when enemy is toggling non-hero ability states from the GUI / Command Bar-->
		<!--Power to shields-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!--Rebel HUD Tactical Battle Audio-->
		<SFXEvent_HUD_Landing_Zone_Captured>RHD_Landing_Zone_Captured</SFXEvent_HUD_Landing_Zone_Captured>				<!--We captured a landing soze-->
		<SFXEvent_HUD_Landing_Zone_Lost>RHD_Landing_Zone_Lost</SFXEvent_HUD_Landing_Zone_Lost>							<!--We lost one of our landing zones-->
		<SFXEvent_HUD_Last_Landing_Zone_Lost>RHD_Last_Landing_Zone_Lost</SFXEvent_HUD_Last_Landing_Zone_Lost>			<!--We lost our last landing zone-->
		<SFXEvent_HUD_Build_Pad_Captured>RHD_Build_Pad_Captured</SFXEvent_HUD_Build_Pad_Captured>						<!--We captured a build pad-->
		<SFXEvent_HUD_Build_Pad_Lost>RHD_Build_Pad_Lost</SFXEvent_HUD_Build_Pad_Lost>									<!--We lost one of our build pads-->
		<SFXEvent_HUD_Base_Shield_Offline>RHD_Base_Shield_Offline</SFXEvent_HUD_Base_Shield_Offline>					<!--Our base shield just went offline-->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline>RHD_Enemy_Base_Shield_Offline</SFXEvent_HUD_Enemy_Base_Shield_Offline>	<!--The enemies base shield just went offline-->
		<SFXEvent_HUD_Base_Shield_Online>RHD_Base_Shields_Up</SFXEvent_HUD_Base_Shield_Online>							<!--Our base shield just went back online-->
		<SFXEvent_HUD_Enemy_Base_Shield_Online>RHD_Enemy_Base_Shields_Up</SFXEvent_HUD_Enemy_Base_Shield_Online>		<!--The enemies base shield just went back online-->
		<SFXEvent_HUD_Base_Shield_Penetrated>RHD_Base_Shield_Penetrated</SFXEvent_HUD_Base_Shield_Penetrated>			<!--Our base shield was just penetrated by the enemy-->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>RHD_Enemy_Base_Shield_Penetrated</SFXEvent_HUD_Enemy_Base_Shield_Penetrated>	<!--We just penetrated then enemies base shield-->

		<SFXEvent_HUD_Won_Land_Battle>RHD_Battle_End</SFXEvent_HUD_Won_Land_Battle>		<!--We won the land battle-->
		<SFXEvent_HUD_Lost_Land_Battle>RHD_Defeated</SFXEvent_HUD_Lost_Land_Battle>		<!--We lost the land battle-->
		<SFXEvent_HUD_Won_Space_Battle>RHD_Battle_End</SFXEvent_HUD_Won_Space_Battle>	<!--We won the space battle-->
		<SFXEvent_HUD_Lost_Space_Battle>RHD_Defeated</SFXEvent_HUD_Lost_Space_Battle>	<!--We lost the space battle-->

		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>RHD_Battle_End</SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>		<!--We won the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>RHD_Defeated</SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>		<!--We lost the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>RHD_Battle_End</SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>	<!--We won the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>RHD_Defeated</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>	<!--We lost the space battle with enemy tactical superweapon present-->

		<SFXEvent_HUD_Tactical_Victory_Near>Unit_Near_Victory_Rebel_Soldier</SFXEvent_HUD_Tactical_Victory_Near><!--PLACERHOLDER FOR FRANK-->	<!--We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition-->
		<SFXEvent_HUD_Repairing>RHD_Repairing</SFXEvent_HUD_Repairing>															<!--Repair is underway on something-->
		<SFXEvent_HUD_Gravity_Control_Generator_On>Unit_GravGen_On_Rebel_Soldier</SFXEvent_HUD_Gravity_Control_Generator_On>	<!--The gravity control generator is switched on from off-->
		<SFXEvent_HUD_Gravity_Control_Generator_Off>Unit_GravGen_Off_Rebel_Soldier</SFXEvent_HUD_Gravity_Control_Generator_Off>	<!--The gravity control generator is switched off from on-->

		<SFXEvent_HUD_Special_Weapon_Ready>RHD_Hypervelocity_Available</SFXEvent_HUD_Special_Weapon_Ready>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Ready>RHD_Ion_Cannon_Available</SFXEvent_HUD_Special_Weapon_Ready>		<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Ready/>								<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Charging>RHD_Hypervelocity_Charging</SFXEvent_HUD_Special_Weapon_Charging>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Charging>RHD_Ion_Cannon_Charging</SFXEvent_HUD_Special_Weapon_Charging>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Firing>RHD_Hypervelocity_Firing</SFXEvent_HUD_Special_Weapon_Firing>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Firing>RHD_Ion_Cannon_Firing</SFXEvent_HUD_Special_Weapon_Firing>		<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>RHD_Hypervelocity_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>RHD_Ion_Cannon_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>		<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>RHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>RHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>RHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>RHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>RHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>RHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>RHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>RHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>RHD_Enemy_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>RHD_Enemy_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>RHD_Enemy_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>RHD_Enemy_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested>RHD_Reinforcement_Contested</SFXEvent_HUD_Reinforcement_Point_Contested>

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Build_Pad, RHD_Build_Pad_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Build_Pad, RHD_Build_Pad_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mining_Facility, RHD_Lost_Mining</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mining_Facility, RHD_Capture_Mining</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_R, RHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_R, RHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_E, RHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_E, RHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Sensor, RHD_Lost_Sensor</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Sensor, RHD_Capture_Sensor</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, RHD_Lost_Turbo</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, RHD_Capture_Turbo</SFXEvent_Tactical_Gain_Friendly_Control>
  <!--<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mercenary_Outfitter, RHD_Lost_Mercenaries</SFXEvent_Tactical_Lose_Friendly_Control>-->
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mercenary_Outfitter, RHD_Capture_Mercenaries</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, RHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, RHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>

		<!--Faction-based tactical constuction world 3D SFX-these are not HUD responses, but physical sound effects-->
		<SFXEvent_Tactical_Object_Building_Started>Structure_Buildable_Start</SFXEvent_Tactical_Object_Building_Started>	<!--An object is just starting construction in the world-->
		<SFXEvent_Tactical_Object_Building_Loop>Structure_Buildable_Loop</SFXEvent_Tactical_Object_Building_Loop>			<!--An object is currently under construction (loop) in the world-->
		<SFXEvent_Tactical_Object_Building_Complete>Structure_Buildable_Stop</SFXEvent_Tactical_Object_Building_Complete>	<!--An object has just completed construction in the world-->
		<SFXEvent_Tactical_Object_Sold>Structure_Buildable_Sold</SFXEvent_Tactical_Object_Sold>								<!--An object is sold in the world-->

		<!--Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash-->
		<SFXEvent_Weather_Begin>RAIN,		Unit_Rain_Rebel_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SNOW,		Unit_Snowstorm_Rebel_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SANDSTORM,	Unit_Sandstorm_Rebel_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>ASH,		Unit_Ashfall_Rebel_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>	RAIN,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SNOW,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SANDSTORM,	</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	ASH,		</SFXEvent_Weather_End>

		<!--Bombing runs becoming available cues-->
		<SFXEvent_Bombing_Run_Available>RHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available>RHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available/>
		<SFXEvent_Bombing_Run_Cancelled>RHD_Bombing_Run_Canceled</SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk>Unit_Bomb_Land_Y_Wing_1</SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!--Bombiard becoming available cues-->
		<SFXEvent_Bombard_Available>RHD_Bombard_Available</SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available>RHD_Bombard_Ally_Available</SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>RHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled>RHD_Bombard_Canceled</SFXEvent_Bombard_Cancelled>

		<!--Starbase upgrading cues-->
		<SFXEvent_Starbase_Upgraded>RHD_Space_Station_Upgraded</SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded>RHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded>RHD_Space_Station_Upgraded</SFXEvent_Starbase_Ally_Upgraded>

		<!--Player taunt SFXEvents variable sized list for taunt hot keys-->
		<SFXEvent_Player_Taunt>Unit_Taunt_Han_Solo</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Taunt_Luke</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Laugh_Chewie</SFXEvent_Player_Taunt>

		<!--Sandbox tactical battle introduction Command Bar movie-->
		<Tactical_Intro_Command_Bar_Movie_Name>Luke_Loop</Tactical_Intro_Command_Bar_Movie_Name><!--PLACEHOLDER ASSET-->

		<!--Sandbox tactical battle introduction SpeechEvents-->
		<SpeechEvent_Tactical_Intro_Land_Attacker>GRS_INTRO_LAND_ATTACK_R_00<!--, GRS_INTRO_LAND_ATTACK_R_01, GRS_INTRO_LAND_ATTACK_R_02, GRS_INTRO_LAND_ATTACK_R_03--></SpeechEvent_Tactical_Intro_Land_Attacker>		<!--Default case for land battle as attacker-->
		<SpeechEvent_Tactical_Intro_Land_Defender>GRS_INTRO_LAND_DEFEND_R_00<!--, GRS_INTRO_LAND_DEFEND_R_01, GRS_INTRO_LAND_DEFEND_R_02, GRS_INTRO_LAND_DEFEND_R_03--></SpeechEvent_Tactical_Intro_Land_Defender>	<!--Default case for land battle as defender-->
		<SpeechEvent_Tactical_Intro_Space_Attacker>GRS_INTRO_SPACE_ATTACK_R_00<!--, GRS_INTRO_SPACE_ATTACK_R_01, GRS_INTRO_SPACE_ATTACK_R_02, GRS_INTRO_SPACE_ATTACK_R_03--></SpeechEvent_Tactical_Intro_Space_Attacker>	<!--Default case for space battle as attacker-->
		<SpeechEvent_Tactical_Intro_Space_Defender>GRS_INTRO_SPACE_DEFEND_R_00<!--, GRS_INTRO_SPACE_DEFEND_R_01, GRS_INTRO_SPACE_DEFEND_R_02, GRS_INTRO_SPACE_DEFEND_R_03--></SpeechEvent_Tactical_Intro_Space_Defender>	<!--Default case for space battle as defender-->

		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker>GRS_INTRO_LAND_ATTACK_R_04</SpeechEvent_Tactical_Intro_Land_Raid_Attacker>
		<SpeechEvent_Tactical_Intro_Land_Raid_Defender/><!--N/A for Rebels since no other Faction raids-->

		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GRS_INTRO_SPACE_ATTACK_R_05</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GRS_INTRO_LAND_DEFEND_R_05</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>

		<!--Note that conditionals will be evaluated in the order below, so order/priority is important-->
		<!--Luke object types (4) :			Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron-->
		<!--Mon Mothma object types (2):	Mon_Mothma, Mon_Mothma_Team-->
		<!--Emperor Palpatine types (2):	Emperor_Palpatine, Emperor_Palpatine_Team-->
		<!--Death Star types (1):			Death_star-->

		<!--A and B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_And>Death_Star,			Luke_Skywalker,	None,			GRS_INTRO_SPACE_DEFEND_R_06</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_And><!--Death Star present, Luke present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>Death_Star,			None,			Luke_Skywalker,	GRS_INTRO_SPACE_DEFEND_R_05</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or><!--Death Star present, Luke not present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>Mon_Mothma,			None,			None,			GRS_INTRO_SPACE_DEFEND_R_04</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or><!--Just Mon Mothma present-->
		<!--A and B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_And>Death_Star,			Luke_Skywalker,	None,			GRS_INTRO_SPACE_ATTACK_R_07</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_And><!--Death Star present, Luke present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>Death_Star,			None,			Luke_Skywalker,	GRS_INTRO_SPACE_ATTACK_R_06</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or><!--Death Star present, Luke not present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>Emperor_Palpatine,	None,			None,			GRS_INTRO_SPACE_ATTACK_R_05</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or><!--Just Empoeror Palpatine present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>Mon_Mothma,			None,			None,			GRS_INTRO_SPACE_ATTACK_R_04</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or><!--Just Mon Mothma present-->
		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>Mon_Mothma,			None,			None,			GRS_INTRO_LAND_DEFEND_R_04</SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or><!--Just Mon Mothma present-->
		<!--End Sandbox tactical battle introduction SpeechEvents-->

	<!--REBEL DROID ADVISOR TEXT-->
		<Galactic_Advisor_Hints>
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_01,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_02,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_03,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_04,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_05,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_06,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_07,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_08,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_09,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_10,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_11,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_12,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_13,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_14,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_15,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_16,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_17,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_18,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_19,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_20,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_21,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_22,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_23,
			TEXT_DROID_ADVISOR_REBEL_GALACTIC_25
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
			TEXT_DROID_ADVISOR_REBEL_SPACE_02,
			TEXT_DROID_ADVISOR_REBEL_SPACE_03,
			TEXT_DROID_ADVISOR_REBEL_SPACE_04,
			TEXT_DROID_ADVISOR_REBEL_SPACE_05,
			TEXT_DROID_ADVISOR_REBEL_SPACE_06,
			TEXT_DROID_ADVISOR_REBEL_SPACE_07,
			TEXT_DROID_ADVISOR_REBEL_SPACE_08,
			TEXT_DROID_ADVISOR_REBEL_SPACE_09,
			TEXT_DROID_ADVISOR_REBEL_SPACE_10,
			TEXT_DROID_ADVISOR_REBEL_SPACE_11,
			TEXT_DROID_ADVISOR_REBEL_SPACE_13,
			TEXT_DROID_ADVISOR_REBEL_SPACE_14
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
			TEXT_DROID_ADVISOR_REBEL_LAND_00,
			TEXT_DROID_ADVISOR_REBEL_LAND_01,
			TEXT_DROID_ADVISOR_REBEL_LAND_02,
			TEXT_DROID_ADVISOR_REBEL_LAND_03,
			TEXT_DROID_ADVISOR_REBEL_LAND_04,
			TEXT_DROID_ADVISOR_REBEL_LAND_05,
			TEXT_DROID_ADVISOR_REBEL_LAND_06,
			TEXT_DROID_ADVISOR_REBEL_LAND_07,
			TEXT_DROID_ADVISOR_REBEL_LAND_08,
			TEXT_DROID_ADVISOR_REBEL_LAND_09,
			TEXT_DROID_ADVISOR_REBEL_LAND_10,
			TEXT_DROID_ADVISOR_REBEL_LAND_11,
			TEXT_DROID_ADVISOR_LAND_12,
			TEXT_DROID_ADVISOR_LAND_13,
			TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>
	<!--End Droid Advisor Speech/Text-->

		<Allies>Bothan</Allies>
		<Enemies>Empire, Pirates, Hostile, Sarlacc, Underworld, Hutts, Imperial</Enemies>
		<Can_Control_Planets>true</Can_Control_Planets>

		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>R_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>

		<Multiplayer_Campaign_Heroes/>

		<Multiplayer_Map_Preview_Icon>I_MULTIPLAY_REBEL.TGA</Multiplayer_Map_Preview_Icon>
		<Tech_Level_Icon_Name>i_button_r_tech_upgrade_</Tech_Level_Icon_Name>
		<Alternate_Icon_Prefix>r_</Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type>
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade,
		</Automatic_Planetary_Corruption_Upgrade_Type>
	</Faction>

	<Faction Name="Empire">
		<Is_Debug_Switchable_To>Yes</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_EMPIRE</Text_ID>
		<Icon_Name>i_icon_empire.tga</Icon_Name>
		<Alternate_Icon_Name>empire_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>54, 134, 242, 255</Color>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
		<Display_Font_Color>24, 133, 251, 255</Display_Font_Color>
		<Big_Fleet_Color>54, 134, 242, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>0.85</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>7.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy>Rebel</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Dark</Force_Alignment>
		<Minimum_Visible_Base_Level>3</Minimum_Visible_Base_Level>
		<Basic_AI>BasicEmpire</Basic_AI>
		<Faction_Super_Weapon>Death_Star</Faction_Super_Weapon>
		<Skirmish_Land_Bomber>TIE_Bomber_Bombing_Run</Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>

		<!--Gameplay effects of planetary corruption on this faction.-->
		<Benefits_From_Corruption>No</Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers>1.0, .95</Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers>1.0, .9</Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Easily_Bribed>Yes</Easily_Bribed>

		<Scatters_From_Crushers>false</Scatters_From_Crushers>

		<Infantry_Icon_Name>i_button_storm_trooper.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_tie_fighter.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name>IDD_TECH_TREE_EMPIRE</Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>i_empire_help_droid.tga</Helper_Icon_Name>

		<Space_Retreat_Countdown_Seconds>15.00</Space_Retreat_Countdown_Seconds>
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor>3.0</Space_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Space_Retreat_Units_Damaged_Mod_Factor>3.0</Space_Retreat_Units_Damaged_Mod_Factor>
		<Space_Retreat_Flight_Move_Increment>500.0</Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames>1</Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0</Space_Retreat_Off_Map_Dest_Pos>	<!--WARNING: For some reason, non-0.0 Z crashes the game-->
		<Space_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID>TEXT_RETREAT_SPACE_EMPIRE_COUNTDOWN</Space_Retreat_Countdown_Text_ID>

		<Space_Retreat_Begin_SFXEvent>EHD_Retreat_Started_Space</Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent>EHD_Retreat_Cancelled</Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent>EHD_Retreat_Not_Allowed</Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>EHD_Retreat_Interdictor</Space_Retreat_Not_Allowed_Reason_1_SFXEvent>	<!--Reason 1: Gravity Well-->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent>Unit_Retreat_Tarkin</Space_Retreat_Not_Allowed_Reason_2_SFXEvent>		<!--Reason 2: Friendly Hero Preventing-->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent/>										<!--Reason 3: Tactical Superweapon Present-->

		<Space_Surrender_SFXEvent>EHD_Retreat_Started_Space</Space_Surrender_SFXEvent>

		<Land_Retreat_Countdown_Seconds>15.00</Land_Retreat_Countdown_Seconds>
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Land_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Land_Retreat_Units_Damaged_Mod_Factor>2.0</Land_Retreat_Units_Damaged_Mod_Factor>
		<Land_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID>TEXT_RETREAT_LAND_EMPIRE_COUNTDOWN</Land_Retreat_Countdown_Text_ID>

		<Land_Retreat_Begin_SFXEvent>EHD_Retreat_Started_Land</Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent>EHD_Retreat_Cancelled</Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent>EHD_Retreat_Not_Allowed</Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent/>	<!--Reason 1: Gravity Well-->
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent/>	<!--Reason 2: Friendly Hero Preventing-->
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent/>	<!--Reason 3: Tactical Superweaper Present-->

		<Land_Surrender_SFXEvent>EHD_Retreat_Started_Land</Land_Surrender_SFXEvent>

		<!--<Reinforcements_Pick_Landing_Zone_SFXEvent>EHD_Choose_Landing</Reinforcements_Pick_Landing_Zone_SFXEvent>-->
		<Reinforcements_Selection_SFXEvent>EHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent/>
		<Reinforcements_Enroute_SFXEvent>EHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent>EHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>
		<Reinforcements_Requesting_SFXEvent>EHD_Request_Assistance</Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent>EHD_Reinforcements_Available</Reinforcements_Ready_SFXEvent>
		<Reinforcements_Shadow_Blob_Material_Name>Reinforcement_Overlay_Empire</Reinforcements_Shadow_Blob_Material_Name>
		<Bombing_Run_Shadow_Blob_Material_Name>Bombing_Run_Empire</Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size>100.0</Bombing_Run_Blob_Size>

		<!--BOMBARDMENT DATA-->
		<Bombardment_Shadow_Blob_Material_Name>Bombardment_Empire</Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size>250.0</Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships>Star_Destroyer, Star_Destroyer_Class_II, Star_Destroyer_Class_III, Vinterdictor_Cruiser, Victory_Destroyer, Dreadnaught_Heavy_Cruiser, Acclamator_Assault_Ship, Acclamator_Assault_Ship_Class_II, Executor_Super_Star_Destroyer, UEAW_Eclipse, Eclipse_Super_Star_Destroyer, Pellaeon_Acclamator, ISD_Gorgon, Accuser_Star_Destroyer, Arc_Hammer, Admonitor_Star_Destroyer, Admiral_Piett_Executor</Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile>Proj_Empire_Bombardment_Turbolaser</Bombardment_Projectile>
		<Bombardment_Number_Of_Salvos>4</Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo>7</Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay>0.5</Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay>1.5</Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay>5.0</Bombardment_Initial_Delay>

		<Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Space_Skirmish_Unit_Buy_Credits>100000</Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces>
			TIE_Interceptor_Squadron, TIE_Interceptor_Squadron
		</Space_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Buy_Credits>50000</Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces>
			Imperial_Stormtrooper_Squad, Imperial_Stormtrooper_Squad
		</Land_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,20,
			1,20,
			2,20,
			3,15,
			4,12,
			5,10,
			6,8,
			7,7,
			8,6,
			9,5
		</Land_Skirmish_Unit_Cap_By_Player_Count>

		<Debug_Ground_Structures>
			E_Ground_Barracks,
			E_Ground_Officer_Academy,
			E_Ground_Light_Vehicle_Factory,
			E_Ground_Power_Generator,
			E_Ground_Communications_Array
		</Debug_Ground_Structures>

		<Superweapon_Win_Movie>Empire_Win_Deathstar</Superweapon_Win_Movie>
		<Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>
		<Finale_Movie>Empire_Win_Space</Finale_Movie>
		<Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text>
		<Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text>

		<Space_Win_Image>i_es_win.tga</Space_Win_Image>
		<Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>
		<Land_Win_Image>i_el_win.tga</Land_Win_Image>
		<Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>

		<!--This enables the galactic victory condition: "Win by capturing Coruscant and eliminating Emperor Palpatine"-->
		<Home_Planet>Coruscant</Home_Planet>
		<Faction_Leader>Emperor_Palpatine</Faction_Leader>
		<Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>

		<!--Allow special weapon firing in tactical maps that have no parent galactic mode-->
		<Standalone_Space_Maps_Special_Weapon_A>Skirmish_Hypervelocity_Gun</Standalone_Space_Maps_Special_Weapon_A>
		<Standalone_Space_Maps_Special_Weapon_B/>

		<!--Currently not used by Empire, but data is stubbed in for future use-->
		<Land_Area_Effect_Range_Overlay_Material_Name>Empire_Land_Area_Effect_Range_Overlay</Land_Area_Effect_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Area_Effect_Range_Overlay_RGBA>128, 255, 128, 128</Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor>1.00</Land_Area_Effect_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->

		<!--Overlay ring used by Boba Fett when targeting with his "jet pack burst" jump ability, this is the ring around Boba to show click target terrain range-->
		<Land_Ability_Targeting_Range_Overlay_Material_Name>Empire_Land_Ability_Targeting_Range_Overlay</Land_Ability_Targeting_Range_Overlay_Material_Name>	<!--In ShadowBlobMaterials.xml-->
		<Land_Ability_Targeting_Range_Overlay_RGBA>255, 255, 64, 128</Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor>1.00</Land_Ability_Targeting_Range_Overlay_Scale_Factor><!--Compensate for ring edge not being full bounds of texture size-->

		<!--SFXEvents-->
		<SFXEvent_GUI_Start_Campaign>GUI_Select_Empire_SFX</SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Slice_Success>EHD_New_Options</SFXEvent_Slice_Success>
		<SFXEvent_Slice_Failure>GUI_Bad_Sound</SFXEvent_Slice_Failure>
		<SFXEvent_Max_Credits_Limit_Reached>EHD_Credit_Capacity</SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing>EHD_Invasion_Commencing</SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded>EHD_System_Blockaded</SFXEvent_Build_Impossible_Location_Blockaded><!--In this case, enemy ships in orbit so can't build space station-->
		<SFXEvent_New_Construction_Options_Available>EHD_New_Construction</SFXEvent_New_Construction_Options_Available><!--Can be Tactical or Galactic-->
		<SFXEvent_Mission_Added>EHD_Mission_Updated</SFXEvent_Mission_Added><!--A new mission has been added to the holocron-the incoming transmission radar movie (and audio) is also playing-->
		<SFXEvent_Base_Shield_Absorb_Damage>SFX_Shield_Absorb_Detonation</SFXEvent_Base_Shield_Absorb_Damage><!--Tactical: When the base shield absorbs damage, most likely by a projectile-->
		<SFXEvent_Tactical_Unit_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Tactical_Unit_Cap_Reached><!--Tactical: When you cant drag in anymore tactical units from the reinforcement palette-->
		<SFXEvent_Arrive_From_Hyperspace>Unit_Ship_Hyperspace_Enter</SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace>Unit_Ship_Hyperspace_Exit</SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement>EHD_Space_Station_Under_Attack</SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement>EHD_Base_Under_Attack</SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>EHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted>GUI_Corruption</SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed>EHD_Corruption_Removed</SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned>Structure_Garrison_SFX</SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated>Structure_UnGarrison_SFX</SFXEvent_Bunker_Vacated>

		<!--MusicEvents-->
		<Strategic_Map_Music_Event>Galactic_Map_Empire_Music_Event</Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

		<!--EMPIRE WIN/LOSE MUSIC EVENTS-->
		<!--Specific vs. Factions-->
		<Music_Event_Tactical_Win_Vs_Faction>Rebel,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Pirates,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Underworld,	Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Hutts,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction>Rebel,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Pirates,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Underworld,	Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Hutts,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>

		<!--Generic-->
		<Music_Event_Tactical_Win>Empire_Win_Tactical_Event</Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose>Empire_Lose_Tactical_Event</Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win>Empire_Win_Strategic_Event</Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose>Empire_Lose_Strategic_Event</Music_Event_Strategic_Lose>

		<!--EMPIRE SUPERWEAPON PRESENT MUSIC EVENTS-Overrides to map events below-->
		<Music_Event_Space_Ambient_Super_Weapon/>
		<Music_Event_Space_Battle_Super_Weapon>Space_Map_Empire_Battle_Death_Star_Music_Event</Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon/>
		<Music_Event_Land_Battle_Super_Weapon/>

		<!--EMPIRE TACTICAL BATTLE PENDING AUDIO EVENTS-->
		<SFX_Event_Tactical_Land_Battle_Pending>EHD_Battle_Pending</SFX_Event_Tactical_Land_Battle_Pending>	<!--FILL IN EVENT HERE!-->
		<SFX_Event_Tactical_Space_Battle_Pending>EHD_Battle_Pending</SFX_Event_Tactical_Space_Battle_Pending>	<!--FILL IN EVENT HERE!-->
		<Music_Event_Tactical_Land_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Land_Battle_Pending>		<!--Rebel_Lose_Tactical_Event = PLACEHOLDER TEST-->
		<Music_Event_Tactical_Space_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Space_Battle_Pending>	<!--Rebel_Lose_Tactical_Event = PLACEHOLDER TEST-->

		<!--EMPIRE MAPS MUSIC EVENTS-AMBIENT (NON-BATTLE)-->
		<!--Empire: Space maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Space, Space_Map_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Temperate land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Temperate, Temperate_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Arctic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Arctic, Ice_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Desert land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Desert, Desert_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Forest land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Forest, Temperate_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Swamp land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Swamp, Swamp_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Volcanic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Volcanic, Volcanic_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Empire: Urban land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Urban, Urban_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>

		<!--EMPIRE MAPS MUSIC EVENTS-BATTLE-->
		<!--Empire: Space maps: Music events for battle-->
		<Music_Event_List_Battle>Space, Space_Map_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Temperate land maps: Music evnts for battle-->
		<Music_Event_List_Battle>Temperate, Temperate_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Arctic land maps: Music events for battle-->
		<Music_Event_List_Battle>Arctic, Ice_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Desert land maps: Music events for battle-->
		<Music_Event_List_Battle>Desert, Desert_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Forest land maps: Music events for battle-->
		<Music_Event_List_Battle>Forest, Temperate_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Swamp land maps: Music events for battle-->
		<Music_Event_List_Battle>Swamp, Swamp_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Volcanic land maps: Music evets for battle-->
		<Music_Event_List_Battle>Volcanic, Volcanic_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Empire: Urban land maps: Music events for battle-->
		<Music_Event_List_Battle>Urban, Urban_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>

		<!--OBJECT SPOTTED ANNOUNCEMENTS-->
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Empire,	Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,				Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,						Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,					Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,					Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,			Unit_Announce_Thrawn_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Admonitor_Star_Destroyer,		Unit_Announce_Thrawn_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,	Unit_Announce_Executor_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,					Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,					Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Rebel,	Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,						Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Yoda,							Unit_Announce_Yoda_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,			Unit_Announce_Luke_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		Unit_Announce_Gargantuan_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Tyber_Zann,						Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>The_Peacebringer,				Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>IG-88,							Unit_Announce_IG88_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Urai_Fen,						Unit_Announce_Urai_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Silri,							Unit_Announce_Silri_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Enemy_Spotted>Unit_See_Enemy_Storm_Trooper</SFXEvent_Enemy_Spotted>

		<!--EMPIRE SUPERWEAPON ANNOUNCEMENTS-->
		<SpeechEvent_Super_Weapon_Moving_Into_Range>EHD_Death_Star_Begin_Approach</SpeechEvent_Super_Weapon_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>EHD_Death_Star_1_Minute</SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>EHD_Death_Star_30_Seconds</SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>EHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>EHD_Death_Star_5_Seconds</SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Moved_Into_Range>EHD_Death_Star_Cleared</SpeechEvent_Super_Weapon_Moved_Into_Range>

		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds/>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range/>

		<!--Event to play when a local player captures or loses control of a planet-->
		<SFXEvent_Planet_Gained_Control>EHD_Planet_Gained</SFXEvent_Planet_Gained_Control>	<!--Plays anytime control is gained-->
		<SFXEvent_Planet_Lost_Control>EHD_Planet_Lost</SFXEvent_Planet_Lost_Control>		<!--Plays only when control is lost from other player-->

		<!--Events to play when toggling shield states from the GUI / Command Bar-->
		<!--<SFXEvent_GUI_Toggle_Shields_On>GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Shields_On>
			<SFXEvent_GUI_Toggle_Shields_Off>GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Shields_Off>-->
		<!--Power to shields-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Power to shields-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!--Empire Tactical Battle Audio-->
		<SFXEvent_HUD_Landing_Zone_Captured>EHD_Landing_Zone_Captured</SFXEvent_HUD_Landing_Zone_Captured>			<!--We captured a landing soze-->
		<SFXEvent_HUD_Landing_Zone_Lost>EHD_Landing_Zone_Lost</SFXEvent_HUD_Landing_Zone_Lost>					<!--We lost one of our landing zones-->
		<SFXEvent_HUD_Last_Landing_Zone_Lost>EHD_Last_Landing_Zone_Lost</SFXEvent_HUD_Last_Landing_Zone_Lost>			<!--We lost our last landing zone-->
		<SFXEvent_HUD_Build_Pad_Captured>EHD_Build_Pad_Captured</SFXEvent_HUD_Build_Pad_Captured>				<!--We captured a build pad-->
		<SFXEvent_HUD_Build_Pad_Lost>EHD_Build_Pad_Lost</SFXEvent_HUD_Build_Pad_Lost>						<!--We lost one of our build pads-->
		<SFXEvent_HUD_Base_Shield_Offline>EHD_Base_Shield_Offline</SFXEvent_HUD_Base_Shield_Offline>				<!--Our base shield just went offline-->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline>EHD_Enemy_Base_Shield_Offline</SFXEvent_HUD_Enemy_Base_Shield_Offline>		<!--The enemies base shield just went offline-->
		<SFXEvent_HUD_Base_Shield_Online>EHD_Base_Shields_Up</SFXEvent_HUD_Base_Shield_Online>					<!--Our base shield just went back online-->
		<SFXEvent_HUD_Enemy_Base_Shield_Online>EHD_Enemy_Base_Shields_Up</SFXEvent_HUD_Enemy_Base_Shield_Online>		<!--The enemies base shield just went back online-->
		<SFXEvent_HUD_Base_Shield_Penetrated>EHD_Base_Shield_Penetrated</SFXEvent_HUD_Base_Shield_Penetrated>			<!--Our base shield was just penetrated by the enemy-->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>EHD_Enemy_Base_Shield_Penetrated</SFXEvent_HUD_Enemy_Base_Shield_Penetrated>	<!--We just penetrated then enemies base shield-->

		<SFXEvent_HUD_Won_Land_Battle>EHD_Battle_End</SFXEvent_HUD_Won_Land_Battle>	<!--We won the land battle-->
		<SFXEvent_HUD_Lost_Land_Battle>EHD_Defeated</SFXEvent_HUD_Lost_Land_Battle>	<!--We lost the land battle-->
		<SFXEvent_HUD_Won_Space_Battle>EHD_Battle_End</SFXEvent_HUD_Won_Space_Battle><!--We won the space battle-->
		<SFXEvent_HUD_Lost_Space_Battle>EHD_Defeated</SFXEvent_HUD_Lost_Space_Battle><!--We lost the space battle-->

		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>EHD_Battle_End</SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>	<!--We won the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>EHD_Defeated</SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>	<!--We lost the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>EHD_Battle_End</SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present><!--We won the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>EHD_Defeated</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present><!--We lost the space battle with enemy tactical superweapon present-->

		<SFXEvent_HUD_Tactical_Victory_Near>Unit_Near_Victory_Storm_Trooper</SFXEvent_HUD_Tactical_Victory_Near><!--PLACERHOLDER FOR FRANK-->	<!--We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition-->
		<SFXEvent_HUD_Repairing>EHD_Repairing</SFXEvent_HUD_Repairing>								<!--Repair is underway on something-->
		<SFXEvent_HUD_Gravity_Control_Generator_On/>		<!--The gravity control generator is switched on from off-->
		<SFXEvent_HUD_Gravity_Control_Generator_Off/>	<!--The gravity control generator is switched off from on-->

		<SFXEvent_HUD_Special_Weapon_Ready>EHD_Hypervelocity_Available</SFXEvent_HUD_Special_Weapon_Ready>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Ready/>								<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Ready/>								<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Charging>EHD_Hypervelocity_Charging</SFXEvent_HUD_Special_Weapon_Charging>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Charging/>							<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Firing>EHD_Hypervelocity_Firing</SFXEvent_HUD_Special_Weapon_Firing>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Firing/>							<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>EHD_Hypervelocity_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>EHD_Ion_Cannon_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>		<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing/>							<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>EHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>EHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>EHD_Enemy_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>EHD_Enemy_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>EHD_Enemy_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>EHD_Enemy_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested>EHD_Reinforcement_Contested</SFXEvent_HUD_Reinforcement_Point_Contested>

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Enemy_Control>Skirmish_Build_Pad, EHD_Build_Pad_Lost</SFXEvent_Tactical_Lose_Enemy_Control>
		<SFXEvent_Tactical_Gain_Enemy_Control>Skirmish_Build_Pad, EHD_Build_Pad_Captured</SFXEvent_Tactical_Gain_Enemy_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mining_Facility, EHD_Lost_Mining</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mining_Facility, EHD_Capture_Mining</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Sensor, EHD_Lost_Sensor</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Sensor, EHD_Capture_Sensor</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo</SFXEvent_Tactical_Gain_Friendly_Control>
  <!--<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mercenary_Outfitter, EHD_Lost_Mercenaries</SFXEvent_Tactical_Lose_Friendly_Control>-->
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries</SFXEvent_Tactical_Gain_Friendly_Control>

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>

		<!--Faction-based tactical constuction world 3D SFX-these are not HUD responses, but physical sound effects-->
		<SFXEvent_Tactical_Object_Building_Started>Structure_Buildable_Start</SFXEvent_Tactical_Object_Building_Started>	<!--An object is just starting construction in the world-->
		<SFXEvent_Tactical_Object_Building_Loop>Structure_Buildable_Loop</SFXEvent_Tactical_Object_Building_Loop>		<!--An object is currently under construction (loop) in the world-->
		<SFXEvent_Tactical_Object_Building_Complete>Structure_Buildable_Stop</SFXEvent_Tactical_Object_Building_Complete>	<!--An object has just completed construction in the world-->
		<SFXEvent_Tactical_Object_Sold>Structure_Buildable_Sold</SFXEvent_Tactical_Object_Sold>					<!--An object is sold in the world-->

		<!--Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash-->
		<SFXEvent_Weather_Begin>RAIN,		Unit_Rain_Storm_Trooper</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SNOW,		Unit_Snowstorm_Storm_Trooper</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SANDSTORM,	Unit_Sandstorm_Storm_Trooper</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>ASH,		Unit_Ashfall_Storm_Trooper</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>	RAIN,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SNOW,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SANDSTORM,	</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	ASH,		</SFXEvent_Weather_End>

		<!--Bombing runs becoming available cues-->
		<SFXEvent_Bombing_Run_Available>EHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available>EHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available/>
		<SFXEvent_Bombing_Run_Cancelled>EHD_Bombing_Run_Canceled</SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk>Unit_Bomb_Land_Tie_Bomber_1</SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!--Bombiard becoming available cues-->
		<SFXEvent_Bombard_Available>EHD_Bombard_Available</SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available>EHD_Bombard_Ally_Available</SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>EHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled>EHD_Bombard_Canceled</SFXEvent_Bombard_Cancelled>

		<!--Starbase upgrading cues-->
		<SFXEvent_Starbase_Upgraded>EHD_Space_Station_Upgraded</SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded>EHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded>EHD_Space_Station_Upgraded</SFXEvent_Starbase_Ally_Upgraded>

		<!--Player taunt SFXEvents variable sized list for taunt hot keys-->
		<SFXEvent_Player_Taunt>Unit_Taunt_Vader</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Taunt_Boba_Fett</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Taunt_Emperor</SFXEvent_Player_Taunt>

		<!--Sandbox tactical battle introduction Command Bar movie-->
		<Tactical_Intro_Command_Bar_Movie_Name>Stormtrooper_Loop</Tactical_Intro_Command_Bar_Movie_Name><!--PLACEHOLDER ASSET-->

		<!--Sandbox tactical battle introduction SpeechEvents-->
		<SpeechEvent_Tactical_Intro_Land_Attacker>GES_INTRO_LAND_ATTACK_E_00<!--, GES_INTRO_LAND_ATTACK_E_01, GES_INTRO_LAND_ATTACK_E_02, GES_INTRO_LAND_ATTACK_E_03--></SpeechEvent_Tactical_Intro_Land_Attacker>		<!--Default case for land battle as attacker-->
		<SpeechEvent_Tactical_Intro_Land_Defender>GES_INTRO_LAND_DEFEND_E_00<!--, GES_INTRO_LAND_DEFEND_E_01, GES_INTRO_LAND_DEFEND_E_02, GES_INTRO_LAND_DEFEND_E_03--></SpeechEvent_Tactical_Intro_Land_Defender>		<!--Default case for land battle as defender-->
		<SpeechEvent_Tactical_Intro_Space_Attacker>GES_INTRO_SPACE_ATTACK_E_00<!--, GES_INTRO_SPACE_ATTACK_E_01, GES_INTRO_SPACE_ATTACK_E_02, GES_INTRO_SPACE_ATTACK_E_03--></SpeechEvent_Tactical_Intro_Space_Attacker>	<!--Default case for space battle as attacker-->
		<SpeechEvent_Tactical_Intro_Space_Defender>GES_INTRO_SPACE_DEFEND_E_00<!--, GES_INTRO_SPACE_DEFEND_E_01, GES_INTRO_SPACE_DEFEND_E_02, GES_INTRO_SPACE_DEFEND_E_03--></SpeechEvent_Tactical_Intro_Space_Defender>	<!--Default case for space battle as defender-->

		<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GES_INTRO_LAND_DEFEND_E_04</SpeechEvent_Tactical_Intro_Land_Raid_Defender>
		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker/><!--N/A for Empire since does not raid-->

		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GES_INTRO_LAND_ATTACK_E_05</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GES_INTRO_LAND_DEFEND_E_05</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>

		<!--Note that conditionals will be evaluated in the order below, so order/priority is important-->
		<!--Luke object types (4) :		Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron-->
		<!--Mon Mothma object types (2):	Mon_Mothma, Mon_Mothma_Team-->
		<!--Emperor Palpatine types (2):	Emperor_Palpatine, Emperor_Palpatine_Team-->
		<!--Death Star types (1):		Death_star-->

		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>Death_Star,			None,	None,	GES_INTRO_SPACE_DEFEND_E_05</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or><!--Just Death Star present-->

		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>Emperor_Palpatine,		None,	None,	GES_INTRO_SPACE_DEFEND_E_04</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or><!--Just Emperor Palpatine present-->

		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>Death_Star,			None,	None,	GES_INTRO_SPACE_ATTACK_E_04</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or><!--Just Death Star present-->

		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>Emperor_Palpatine,		None,	None,	GES_INTRO_LAND_DEFEND_E_05</SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or><!--Just Emperor Palpatine present-->

		<!--A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>Mon_Mothma,			None,	None,	GES_INTRO_LAND_ATTACK_E_04</SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or><!--Just Mon Mothma present-->
		<!--End Sandbox tactical battle introduction SpeechEvents-->

		<!--EMPIRE DROID ADVISOR TEXT-->
		<Galactic_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_13
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_07,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_08,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_11,
			TEXT_DROID_ADVISOR_LAND_12,
			TEXT_DROID_ADVISOR_LAND_13,
			TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>
		<!--End Droid Advisor Speech/Text-->

		<Allies>Imperial</Allies>
		<Enemies>Rebel, Pirates, Hostile, Sarlacc, Underworld, Hutts, Bothan</Enemies>
		<Can_Control_Planets>true</Can_Control_Planets>

		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>

		<Multiplayer_Campaign_Heroes/>

		<Multiplayer_Map_Preview_Icon>I_MULTIPLAY_EMPIRE.TGA</Multiplayer_Map_Preview_Icon>
		<Tech_Level_Icon_Name>i_button_e_tech_upgrade_</Tech_Level_Icon_Name>
		<Alternate_Icon_Prefix>e_</Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type>
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade,
		</Automatic_Planetary_Corruption_Upgrade_Type>
	</Faction>

	<Faction Name="Pirates">
		<Is_Debug_Switchable_To>Yes</Is_Debug_Switchable_To> <!--No-->
		<Create_Player_In_Multiplayer_Games>Yes</Create_Player_In_Multiplayer_Games> <!--Yes-->

		<Text_ID>TEXT_FACTION_PIRATES</Text_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>0, 255, 100, 255</Color>
		<No_Colorization_Color>0, 200, 50, 255</No_Colorization_Color>
		<Display_Font_Color>0, 255, 100, 255</Display_Font_Color>
		<Big_Fleet_Color>0, 255, 100, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>False</Is_Playable> <!--False-->
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Minimum_Visible_Base_Level>0</Minimum_Visible_Base_Level>
		<Basic_AI>None</Basic_AI> <!-- BasicPirates needs to be created -->
		<Faction_Super_Weapon/>
		<Can_Win_By_Destroying_Super_Weapon>No</Can_Win_By_Destroying_Super_Weapon>
		<Skirmish_Land_Bomber>Prowler_A_Bombing_Run</Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>

		<!--Gameplay effects of planetary corruption on this faction.-->
		<Benefits_From_Corruption>No</Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers>1.0, 0.8</Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers>1.0, 1.0</Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers>1.0, 0.9</Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers>1.0, 0.9</Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Easily_Bribed>Yes</Easily_Bribed>

		<Scatters_From_Crushers>True</Scatters_From_Crushers>

		<Infantry_Icon_Name>i_button_pirate_soldier.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_black_sun_fighter.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name> </Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>I_CUSTOM_HUTTS.tga</Helper_Icon_Name>

		<Space_Retreat_Countdown_Seconds>9.00</Space_Retreat_Countdown_Seconds>
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor>3.0</Space_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Space_Retreat_Units_Damaged_Mod_Factor>3.0</Space_Retreat_Units_Damaged_Mod_Factor>
		<Space_Retreat_Flight_Move_Increment>500.0</Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames>1</Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0</Space_Retreat_Off_Map_Dest_Pos>	<!--WARNING: For some reason, non-0.0 Z crashes the game-->
		<Space_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID>TEXT_RETREAT_SPACE_PIRATE_COUNTDOWN</Space_Retreat_Countdown_Text_ID>

		<Space_Retreat_Begin_SFXEvent>EHD_Retreat_Started_Space</Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent>EHD_Retreat_Cancelled</Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent>EHD_Retreat_Not_Allowed</Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>EHD_Retreat_Interdictor</Space_Retreat_Not_Allowed_Reason_1_SFXEvent>	<!--Reason 1: Gravity Well-->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent/>										<!--Reason 2: Friendly Hero Preventing-->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent/>										<!--Reason 3: Tactical Superweapon Present-->

		<Space_Surrender_SFXEvent>EHD_Retreat_Started_Space</Space_Surrender_SFXEvent>

		<Land_Retreat_Countdown_Seconds>9.00</Land_Retreat_Countdown_Seconds>
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Land_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Land_Retreat_Units_Damaged_Mod_Factor>2.0</Land_Retreat_Units_Damaged_Mod_Factor>
		<Land_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID>TEXT_RETREAT_LAND_PIRATE_COUNTDOWN</Land_Retreat_Countdown_Text_ID>

		<Land_Retreat_Begin_SFXEvent>EHD_Retreat_Started_Land</Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent>EHD_Retreat_Cancelled</Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent>EHD_Retreat_Not_Allowed</Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent/>	<!--Reason 1: Gravity Well-->
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent/>	<!--Reason 2: Friendly Hero Preventing-->
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent/>	<!--Reason 3: Tactical Superweaper Present-->

		<Land_Surrender_SFXEvent>EHD_Retreat_Started_Land</Land_Surrender_SFXEvent>

		<!--<Reinforcements_Pick_Landing_Zone_SFXEvent>EHD_Choose_Landing</Reinforcements_Pick_Landing_Zone_SFXEvent>-->
		<Reinforcements_Selection_SFXEvent>EHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent/>
		<Reinforcements_Enroute_SFXEvent>EHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent>EHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>
		<Reinforcements_Requesting_SFXEvent>EHD_Request_Assistance</Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent>EHD_Reinforcements_Available</Reinforcements_Ready_SFXEvent>
		<Reinforcements_Shadow_Blob_Material_Name>Reinforcement_Overlay_Empire</Reinforcements_Shadow_Blob_Material_Name> <!--_Pirate-->
		<Bombing_Run_Shadow_Blob_Material_Name>Bombing_Run_Empire</Bombing_Run_Shadow_Blob_Material_Name> <!--_Pirate-->
		<Bombing_Run_Blob_Size>100.0</Bombing_Run_Blob_Size>

		<!--BOMBARDMENT DATA-->
		<Bombardment_Shadow_Blob_Material_Name>Bombardment_Empire</Bombardment_Shadow_Blob_Material_Name> <!--_Pirate-->
		<Bombardment_Blob_Size>250.0</Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships>Zylon_Destroyer</Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile>Proj_Rebel_Bombardment_Ion_Cannon Proj_Empire_Bombardment_Turbolaser</Bombardment_Projectile> <!--Testing a mixed effect-->
		<Bombardment_Number_Of_Salvos>4</Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo>6</Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay>0.5</Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay>1.5</Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay>5.0</Bombardment_Initial_Delay>

		<Land_Mode_Selection_Blob_Material_Name>Yellow_Move_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Yellow_Move_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Space_Skirmish_Unit_Buy_Credits>100000</Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces>
			Pirate_Fighter_Squadron, Cobra_Squadron
		</Space_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Buy_Credits>50000</Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces>
			Pirate_Soldier_Squad, Pirate_Soldier_Squad
		</Land_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,20,
			1,20,
			2,20,
			3,15,
			4,12,
			5,10,
			6,8,
			7,7,
			8,6,
			9,5
		</Land_Skirmish_Unit_Cap_By_Player_Count>

		<Debug_Ground_Structures>
			P_Ground_Command_Center,
			P_Ground_Base_Shield_740,
			P_Ground_Base_Shield_400
		</Debug_Ground_Structures>

		<Superweapon_Win_Movie/>
		<Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>
		<Finale_Movie>Empire_Win_Space</Finale_Movie>
		<Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text> <!--_Pirate-->
		<Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text> <!--_Pirate-->

		<Space_Win_Image>i_es_win.tga</Space_Win_Image>
		<Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>
		<Land_Win_Image>i_el_win.tga</Land_Win_Image>
		<Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>

		<Home_Planet>Atzerri</Home_Planet>
		<Faction_Leader> </Faction_Leader> <!--Pirate Xizor?-->
		<Faction_Leader_Company> </Faction_Leader_Company> <!--Pirate Xizor Team?-->

		<!--Allow special weapon firing in tactical maps that have no parent galactic mode-->
		<Standalone_Space_Maps_Special_Weapon_A> </Standalone_Space_Maps_Special_Weapon_A> <!--Probably won't give them one-->
		<Standalone_Space_Maps_Special_Weapon_B/>

		<!--Currently not used by Empire, but data is stubbed in for future use-->
		<Land_Area_Effect_Range_Overlay_Material_Name>Empire_Land_Area_Effect_Range_Overlay</Land_Area_Effect_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Area_Effect_Range_Overlay_RGBA>128, 255, 128, 128</Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor>1.00</Land_Area_Effect_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->

		<!--Overlay ring used by Boba Fett when targeting with his "jet pack burst" jump ability, this is the ring around Boba to show click target terrain range-->
		<Land_Ability_Targeting_Range_Overlay_Material_Name>Empire_Land_Ability_Targeting_Range_Overlay</Land_Ability_Targeting_Range_Overlay_Material_Name>	<!--In ShadowBlobMaterials.xml-->
		<Land_Ability_Targeting_Range_Overlay_RGBA>255, 255, 64, 128</Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor>1.00</Land_Ability_Targeting_Range_Overlay_Scale_Factor><!--Compensate for ring edge not being full bounds of texture size-->

		<!--SFXEvents-->
		<SFXEvent_GUI_Start_Campaign>GUI_Select_Empire_SFX</SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Slice_Success>EHD_New_Options</SFXEvent_Slice_Success>
		<SFXEvent_Slice_Failure>GUI_Bad_Sound</SFXEvent_Slice_Failure>
		<SFXEvent_Max_Credits_Limit_Reached>EHD_Credit_Capacity</SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing>EHD_Invasion_Commencing</SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded>EHD_System_Blockaded</SFXEvent_Build_Impossible_Location_Blockaded><!--In this case, enemy ships in orbit so can't build space station-->
		<SFXEvent_New_Construction_Options_Available>EHD_New_Construction</SFXEvent_New_Construction_Options_Available><!--Can be Tactical or Galactic-->
		<SFXEvent_Mission_Added>EHD_Mission_Updated</SFXEvent_Mission_Added><!--A new mission has been added to the holocron-the incoming transmission radar movie (and audio) is also playing-->
		<SFXEvent_Base_Shield_Absorb_Damage>SFX_Shield_Absorb_Detonation</SFXEvent_Base_Shield_Absorb_Damage><!--Tactical: When the base shield absorbs damage, most likely by a projectile-->
		<SFXEvent_Tactical_Unit_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Tactical_Unit_Cap_Reached><!--Tactical: When you cant drag in anymore tactical units from the reinforcement palette-->
		<SFXEvent_Arrive_From_Hyperspace>Unit_Ship_Hyperspace_Enter</SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace>Unit_Ship_Hyperspace_Exit</SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement>EHD_Space_Station_Under_Attack</SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement>EHD_Base_Under_Attack</SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>EHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached>EHD_Unit_Cap_Reached</SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted>GUI_Corruption</SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed>EHD_Corruption_Removed</SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned>Structure_Garrison_SFX</SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated>Structure_UnGarrison_SFX</SFXEvent_Bunker_Vacated>

		<!--MusicEvents-->
		<Strategic_Map_Music_Event>Galactic_Map_Empire_Music_Event</Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

		<!--PIRATE WIN/LOSE MUSIC EVENTS-->
		<!--Specific vs. Factions-->
		<Music_Event_Tactical_Win_Vs_Faction>Rebel,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Empire,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Underworld,	Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Hutts,		Empire_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction>Rebel,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Empire,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Underworld,	Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Hutts,		Empire_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>

		<!--Generic-->
		<Music_Event_Tactical_Win>Empire_Win_Tactical_Event</Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose>Empire_Lose_Tactical_Event</Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win>Empire_Win_Strategic_Event</Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose>Empire_Lose_Strategic_Event</Music_Event_Strategic_Lose>

		<!--PIRATE TACTICAL BATTLE PENDING AUDIO EVENTS-->
		<SFX_Event_Tactical_Land_Battle_Pending>EHD_Battle_Pending</SFX_Event_Tactical_Land_Battle_Pending>	<!--FILL IN EVENT HERE!-->
		<SFX_Event_Tactical_Space_Battle_Pending>EHD_Battle_Pending</SFX_Event_Tactical_Space_Battle_Pending>	<!--FILL IN EVENT HERE!-->
		<Music_Event_Tactical_Land_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Land_Battle_Pending>		<!--Rebel_Lose_Tactical_Event = PLACEHOLDER TEST-->
		<Music_Event_Tactical_Space_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Space_Battle_Pending>	<!--Rebel_Lose_Tactical_Event = PLACEHOLDER TEST-->

		<!--PIRATE MAPS MUSIC EVENTS-AMBIENT (NON-BATTLE)-->
		<!--Pirate: Space maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Space, Space_Map_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Temperate land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Temperate, Temperate_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Arctic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Arctic, Ice_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Desert land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Desert, Desert_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Forest land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Forest, Temperate_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Swamp land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Swamp, Swamp_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Volcanic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Volcanic, Volcanic_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Pirate: Urban land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Urban, Urban_Land_Empire_Ambient_Music_Event</Music_Event_List_Ambient>

		<!--PIRATE MAPS MUSIC EVENTS-BATTLE-->
		<!--Pirate: Space maps: Music events for battle-->
		<Music_Event_List_Battle>Space, Space_Map_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Temperate land maps: Music evnts for battle-->
		<Music_Event_List_Battle>Temperate, Temperate_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Arctic land maps: Music events for battle-->
		<Music_Event_List_Battle>Arctic, Ice_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Desert land maps: Music events for battle-->
		<Music_Event_List_Battle>Desert, Desert_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Forest land maps: Music events for battle-->
		<Music_Event_List_Battle>Forest, Temperate_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Swamp land maps: Music events for battle-->
		<Music_Event_List_Battle>Swamp, Swamp_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Volcanic land maps: Music evets for battle-->
		<Music_Event_List_Battle>Volcanic, Volcanic_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>
		<!--Pirate: Urban land maps: Music events for battle-->
		<Music_Event_List_Battle>Urban, Urban_Land_Empire_Battle_Music_Event</Music_Event_List_Battle>

		<!--OBJECT SPOTTED ANNOUNCEMENTS-->
<!--		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire,	Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,			Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,				Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,			Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,			Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel,	Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,				Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,			Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,			Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Tyber_Zann,				Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>The_Peacebringer,			Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>IG-88,				Unit_Announce_IG88_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Urai_Fen,				Unit_Announce_Urai_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Silri,				Unit_Announce_Silri_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,		Unit_Announce_Thrawn_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Admonitor_Star_Destroyer,		Unit_Announce_Thrawn_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,	Unit_Announce_Executor_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Yoda,				Unit_Announce_Yoda_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,		Unit_Announce_Luke_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		Unit_Announce_Gargantuan_Empire_Soldier</SFXEvent_Unit_Type_Spotted>-->

		<SFXEvent_Enemy_Spotted>Unit_See_Enemy_Underworld_Soldier</SFXEvent_Enemy_Spotted>

		<!--DEATH STAR ANNOUNCEMENTS-->
		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>EHD_Death_Star_Begin_Approach</SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>EHD_Death_Star_1_Minute</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>EHD_Death_Star_30_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>EHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>EHD_Death_Star_5_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>EHD_Death_Star_Cleared</SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>

		<!--Event to play when a local player captures or loses control of a planet-->
		<SFXEvent_Planet_Gained_Control>EHD_Planet_Gained</SFXEvent_Planet_Gained_Control>	<!--Plays anytime control is gained-->
		<SFXEvent_Planet_Lost_Control>EHD_Planet_Lost</SFXEvent_Planet_Lost_Control>		<!--Plays only when control is lost from other player-->

		<!--Events to play when toggling shield states from the GUI / Command Bar-->
		<!--<SFXEvent_GUI_Toggle_Shields_On>GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Shields_On>
			<SFXEvent_GUI_Toggle_Shields_Off>GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Shields_Off>-->
		<!--Power to shields-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!--Pirate Tactical Battle Audio-->
		<SFXEvent_HUD_Landing_Zone_Captured>EHD_Landing_Zone_Captured</SFXEvent_HUD_Landing_Zone_Captured>			<!--We captured a landing soze-->
		<SFXEvent_HUD_Landing_Zone_Lost>EHD_Landing_Zone_Lost</SFXEvent_HUD_Landing_Zone_Lost>					<!--We lost one of our landing zones-->
		<SFXEvent_HUD_Last_Landing_Zone_Lost>EHD_Last_Landing_Zone_Lost</SFXEvent_HUD_Last_Landing_Zone_Lost>			<!--We lost our last landing zone-->
		<SFXEvent_HUD_Build_Pad_Captured>EHD_Build_Pad_Captured</SFXEvent_HUD_Build_Pad_Captured>				<!--We captured a build pad-->
		<SFXEvent_HUD_Build_Pad_Lost>EHD_Build_Pad_Lost</SFXEvent_HUD_Build_Pad_Lost>						<!--We lost one of our build pads-->
		<SFXEvent_HUD_Base_Shield_Offline>EHD_Base_Shield_Offline</SFXEvent_HUD_Base_Shield_Offline>				<!--Our base shield just went offline-->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline>EHD_Enemy_Base_Shield_Offline</SFXEvent_HUD_Enemy_Base_Shield_Offline>		<!--The enemies base shield just went offline-->
		<SFXEvent_HUD_Base_Shield_Online>EHD_Base_Shields_Up</SFXEvent_HUD_Base_Shield_Online>					<!--Our base shield just went back online-->
		<SFXEvent_HUD_Enemy_Base_Shield_Online>EHD_Enemy_Base_Shields_Up</SFXEvent_HUD_Enemy_Base_Shield_Online>		<!--The enemies base shield just went back online-->
		<SFXEvent_HUD_Base_Shield_Penetrated>EHD_Base_Shield_Penetrated</SFXEvent_HUD_Base_Shield_Penetrated>			<!--Our base shield was just penetrated by the enemy-->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>EHD_Enemy_Base_Shield_Penetrated</SFXEvent_HUD_Enemy_Base_Shield_Penetrated>	<!--We just penetrated then enemies base shield-->

		<SFXEvent_HUD_Won_Land_Battle>EHD_Battle_End</SFXEvent_HUD_Won_Land_Battle>	<!--We won the land battle-->
		<SFXEvent_HUD_Lost_Land_Battle>EHD_Defeated</SFXEvent_HUD_Lost_Land_Battle>	<!--We lost the land battle-->
		<SFXEvent_HUD_Won_Space_Battle>EHD_Battle_End</SFXEvent_HUD_Won_Space_Battle><!--We won the space battle-->
		<SFXEvent_HUD_Lost_Space_Battle>EHD_Defeated</SFXEvent_HUD_Lost_Space_Battle><!--We lost the space battle-->

		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>EHD_Battle_End</SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>	<!--We won the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>EHD_Defeated</SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>	<!--We lost the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>EHD_Battle_End</SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present><!--We won the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>EHD_Defeated</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present><!--We lost the space battle with enemy tactical superweapon present-->

		<SFXEvent_HUD_Tactical_Victory_Near>Unit_Near_Victory_Underworld_Soldier</SFXEvent_HUD_Tactical_Victory_Near><!--PLACERHOLDER FOR FRANK-->	<!--We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition-->
		<SFXEvent_HUD_Repairing>EHD_Repairing</SFXEvent_HUD_Repairing>							<!--Repair is underway on something-->
		<SFXEvent_HUD_Gravity_Control_Generator_On/>	<!--The gravity control generator is switched on from off-->
		<SFXEvent_HUD_Gravity_Control_Generator_Off/>	<!--The gravity control generator is switched off from on-->

		<SFXEvent_HUD_Special_Weapon_Ready/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Ready/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Ready/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Charging/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Charging/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Special_Weapon_Firing/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Firing/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/>	<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>EHD_Hypervelocity_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>	<!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>EHD_Ion_Cannon_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing>	<!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing/>									<!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->

		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>EHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>EHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>EHD_Enemy_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>EHD_Enemy_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>EHD_Enemy_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>EHD_Enemy_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested>EHD_Reinforcement_Contested</SFXEvent_HUD_Reinforcement_Point_Contested>

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Enemy_Control>Skirmish_Build_Pad, EHD_Build_Pad_Lost</SFXEvent_Tactical_Lose_Enemy_Control>
		<SFXEvent_Tactical_Gain_Enemy_Control>Skirmish_Build_Pad, EHD_Build_Pad_Captured</SFXEvent_Tactical_Gain_Enemy_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mining_Facility, EHD_Lost_Mining</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mining_Facility, EHD_Capture_Mining</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Sensor, EHD_Lost_Sensor</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Sensor, EHD_Capture_Sensor</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo</SFXEvent_Tactical_Gain_Friendly_Control>
		<!--<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mercenary_Outfitter, EHD_Lost_Mercenaries</SFXEvent_Tactical_Lose_Friendly_Control>-->
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries</SFXEvent_Tactical_Gain_Friendly_Control>

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>

		<!--Faction-based tactical constuction world 3D SFX-these are not HUD responses, but physical sound effects-->
		<SFXEvent_Tactical_Object_Building_Started>Structure_Buildable_Start</SFXEvent_Tactical_Object_Building_Started>	<!--An object is just starting construction in the world-->
		<SFXEvent_Tactical_Object_Building_Loop>Structure_Buildable_Loop</SFXEvent_Tactical_Object_Building_Loop>		<!--An object is currently under construction (loop) in the world-->
		<SFXEvent_Tactical_Object_Building_Complete>Structure_Buildable_Stop</SFXEvent_Tactical_Object_Building_Complete>	<!--An object has just completed construction in the world-->
		<SFXEvent_Tactical_Object_Sold>Structure_Buildable_Sold</SFXEvent_Tactical_Object_Sold>					<!--An object is sold in the world-->

		<!--Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash-->
		<SFXEvent_Weather_Begin>RAIN,		Unit_Rain_Underworld_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SNOW,		Unit_Snowstorm_Underworld_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SANDSTORM,	Unit_Sandstorm_Underworld_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>ASH,		Unit_Ashfall_Underworld_Soldier</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>	RAIN,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SNOW,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SANDSTORM,	</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	ASH,		</SFXEvent_Weather_End>

		<!--Bombing runs becoming available cues-->
		<SFXEvent_Bombing_Run_Available>EHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available>EHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available/>
		<SFXEvent_Bombing_Run_Cancelled>EHD_Bombing_Run_Canceled</SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk>Unit_Bomb_Land_Tie_Bomber_1</SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!--Bombiard becoming available cues-->
		<SFXEvent_Bombard_Available>EHD_Bombard_Available</SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available>EHD_Bombard_Ally_Available</SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>EHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled>EHD_Bombard_Canceled</SFXEvent_Bombard_Cancelled>

		<!--Starbase upgrading cues-->
		<SFXEvent_Starbase_Upgraded>EHD_Space_Station_Upgraded</SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded>EHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded>EHD_Space_Station_Upgraded</SFXEvent_Starbase_Ally_Upgraded>

		<!--Player taunt SFXEvents variable sized list for taunt hot keys-->
		<SFXEvent_Player_Taunt> </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> </SFXEvent_Player_Taunt>

		<!--Sandbox tactical battle introduction Command Bar movie-->
		<Tactical_Intro_Command_Bar_Movie_Name>Pirate_Loop</Tactical_Intro_Command_Bar_Movie_Name><!--PLACEHOLDER ASSET-->

		<!--Sandbox tactical battle introduction SpeechEvents-->
		<SpeechEvent_Tactical_Intro_Land_Attacker>GES_INTRO_LAND_ATTACK_E_00<!--, GES_INTRO_LAND_ATTACK_E_01, GES_INTRO_LAND_ATTACK_E_02, GES_INTRO_LAND_ATTACK_E_03--></SpeechEvent_Tactical_Intro_Land_Attacker>		<!--Default case for land battle as attacker-->
		<SpeechEvent_Tactical_Intro_Land_Defender>GES_INTRO_LAND_DEFEND_E_00<!--, GES_INTRO_LAND_DEFEND_E_01, GES_INTRO_LAND_DEFEND_E_02, GES_INTRO_LAND_DEFEND_E_03--></SpeechEvent_Tactical_Intro_Land_Defender>		<!--Default case for land battle as defender-->
		<SpeechEvent_Tactical_Intro_Space_Attacker>GES_INTRO_SPACE_ATTACK_E_00<!--, GES_INTRO_SPACE_ATTACK_E_01, GES_INTRO_SPACE_ATTACK_E_02, GES_INTRO_SPACE_ATTACK_E_03--></SpeechEvent_Tactical_Intro_Space_Attacker>	<!--Default case for space battle as attacker-->
		<SpeechEvent_Tactical_Intro_Space_Defender>GES_INTRO_SPACE_DEFEND_E_00<!--, GES_INTRO_SPACE_DEFEND_E_01, GES_INTRO_SPACE_DEFEND_E_02, GES_INTRO_SPACE_DEFEND_E_03--></SpeechEvent_Tactical_Intro_Space_Defender>	<!--Default case for space battle as defender-->

		<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GES_INTRO_LAND_DEFEND_E_04</SpeechEvent_Tactical_Intro_Land_Raid_Defender>
		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker/><!--N/A for Empire since does not raid-->

		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GES_INTRO_LAND_ATTACK_E_05</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GES_INTRO_LAND_DEFEND_E_05</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>
		<!--End Sandbox tactical battle introduction SpeechEvents-->

		<!--PIRATE DROID ADVISOR TEXT-->
<!--		<Galactic_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_13
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_07,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_08,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_11,
			TEXT_DROID_ADVISOR_LAND_12,
			TEXT_DROID_ADVISOR_LAND_13,
			TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>-->
		<!--End Droid Advisor Speech/Text-->

		<Allies/>
		<Enemies>Empire, Rebel, Hostile, Sarlacc, Underworld, Hutts, Bothan, Imperial</Enemies>
		<Can_Control_Planets>True</Can_Control_Planets>

		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>

		<Multiplayer_Campaign_Heroes/>

		<Multiplayer_Map_Preview_Icon>I_ENCYCLOPEDIA_PIRATES_SYMBOL.TGA</Multiplayer_Map_Preview_Icon>
		<Tech_Level_Icon_Name>i_button_p_tech_upgrade_</Tech_Level_Icon_Name>
		<Alternate_Icon_Prefix>p_</Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type>
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade,
		</Automatic_Planetary_Corruption_Upgrade_Type>
	</Faction>

	<Faction Name="Neutral">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>Yes</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_NEUTRAL</Text_ID>
		<Icon_Name/>
		<Alternate_Icon_Name/>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>galacticfleeticon.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>100, 100, 100, 255</Color>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
		<Display_Font_Color>128, 128, 128, 255</Display_Font_Color>
		<Big_Fleet_Color>128, 128, 128, 100</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>13.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>Yes</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Allies/>
		<Enemies/>
	</Faction>

	<Faction Name="Hostile">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>Yes</Create_Player_In_Multiplayer_Games>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Text_ID>TEXT_FACTION_HOSTILE</Text_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>galacticfleeticon.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>153, 21, 223, 255</Color>
		<No_Colorization_Color>153, 21, 223, 255</No_Colorization_Color>
		<Display_Font_Color>153, 21, 223, 255</Display_Font_Color>
		<Big_Fleet_Color>153, 21, 223, 255</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>13.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies>Neutral</Allies>
		<Enemies>Empire, Rebel, Pirates, Sarlacc, Underworld, Hutts, Bothan, Imperial</Enemies>
	</Faction>

	<Faction Name="Sarlacc">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>Yes</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_SARLACC</Text_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>galacticfleeticon.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>153, 21, 223, 255</Color>
		<No_Colorization_Color>153, 21, 223, 255</No_Colorization_Color>
		<Display_Font_Color>153, 21, 223, 255</Display_Font_Color>
		<Big_Fleet_Color>153, 21, 223, 255</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>13.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies/>
		<Enemies>Empire, Rebel, Pirates, Hostile, Underworld, Hutts, Bothan, Imperial</Enemies>
	</Faction>

	<Faction Name="Underworld">
		<Is_Debug_Switchable_To>Yes</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>
		<Text_ID>TEXT_FACTION_UNDERWORLD</Text_ID>
		<Text_Nickname_ID>TEXT_FACTION_UNDERWORLD_NICKNAME</Text_Nickname_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>247, 201, 13, 255</Color>
		<No_Colorization_Color>231, 221, 67, 255</No_Colorization_Color>
		<Display_Font_Color>247, 201, 13, 255</Display_Font_Color>
		<Big_Fleet_Color>247, 201, 13, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>0.95</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Light</Force_Alignment>
		<Minimum_Visible_Base_Level>1</Minimum_Visible_Base_Level>
		<Basic_AI>AI_Player_Underworld</Basic_AI>
		<Can_Win_By_Destroying_Super_Weapon>Yes</Can_Win_By_Destroying_Super_Weapon>
		<Faction_Super_Weapon/>
		<Skirmish_Land_Bomber>Skipray_Bombing_Run</Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>
		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<!--Gameplay effects of planetary corruption on this faction.-->
		<Benefits_From_Corruption>Yes</Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers>1.0, 1.0</Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers>1.0, 1.0</Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Automatic_Planetary_Corruption_Upgrade_Type>
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Underworld_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade
		</Automatic_Planetary_Corruption_Upgrade_Type>
		<Displayed_Tech_Level_Adjustment>0</Displayed_Tech_Level_Adjustment>
		<Infantry_Icon_Name>i_button_ui_mercenary_infantry.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_r_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_r_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_r_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_r_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_virago.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name>IDD_TECH_TREE_BLACKMARKET</Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>i_underworld_help_droid.tga</Helper_Icon_Name>
		<Space_Retreat_Countdown_Seconds>12.00</Space_Retreat_Countdown_Seconds>
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Space_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Space_Retreat_Units_Damaged_Mod_Factor>2.0</Space_Retreat_Units_Damaged_Mod_Factor>
		<Space_Retreat_Flight_Move_Increment>500.0</Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames>1</Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0</Space_Retreat_Off_Map_Dest_Pos><!--WARNING: For some reason, non-0.0 Z can cause problems?-->
		<Space_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID>TEXT_RETREAT_SPACE_UNDERWORLD_COUNTDOWN</Space_Retreat_Countdown_Text_ID>
		<Space_Retreat_Begin_SFXEvent>UHD_Retreat_Started_Space</Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Underworld_Soldier</Space_Retreat_Enemy_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent>UHD_Retreat_Cancelled</Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent>UHD_Retreat_Not_Allowed</Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>UHD_Retreat_Interdictor</Space_Retreat_Not_Allowed_Reason_1_SFXEvent><!--Reason 1: Gravity Well-->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent/><!--Reason 2: Friendly Hero Preventing-->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent/><!--Reason 3: Tactical Superweaper Present-->
		<Space_Forced_Retreat_Due_To_Superweapon>Unit_Victory_DS_Retreat_Underworld_Soldier</Space_Forced_Retreat_Due_To_Superweapon>
		<Space_Surrender_SFXEvent>UHD_Retreat_Started_Space</Space_Surrender_SFXEvent>
		<Land_Retreat_Countdown_Seconds>12.00</Land_Retreat_Countdown_Seconds>
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Land_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Land_Retreat_Units_Damaged_Mod_Factor>2.0</Land_Retreat_Units_Damaged_Mod_Factor>
		<Land_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID>TEXT_RETREAT_LAND_UNDERWORLD_COUNTDOWN</Land_Retreat_Countdown_Text_ID>
		<Land_Retreat_Begin_SFXEvent>UHD_Retreat_Started_land</Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Underworld_Soldier</Land_Retreat_Enemy_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent>UHD_Retreat_Cancelled</Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent>UHD_Retreat_Not_Allowed</Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent/><!--Reason 1: Gravity Well-->
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent/><!--Reason 2: Friendly Hero Preventing-->
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent/><!--Reason 3: Tactical Superweaper Present-->
		<Land_Surrender_SFXEvent>UHD_Retreat_Started_land</Land_Surrender_SFXEvent>
		<Reinforcements_Selection_SFXEvent>UHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent/>
		<Reinforcements_Enroute_SFXEvent>UHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent>UHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>
		<Reinforcements_Requesting_SFXEvent>UHD_Request_Assistance</Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent>UHD_Reinforcements_Available</Reinforcements_Ready_SFXEvent>
		<Reinforcements_Shadow_Blob_Material_Name>Reinforcement_Overlay_Underworld</Reinforcements_Shadow_Blob_Material_Name>
		<Bombing_Run_Shadow_Blob_Material_Name>Bombing_Run_Rebel</Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size>100.0</Bombing_Run_Blob_Size>

		<!--BOMBARDMENT DATA-->
		<Bombardment_Shadow_Blob_Material_Name>Bombardment_Underworld</Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size>300.0</Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships>Krayt_Class_Destroyer, The_Peacebringer</Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile>Proj_Krayt_Bombardment_Ion Proj_Krayt_Bombardment_Damage</Bombardment_Projectile>
		<Bombardment_Particle>Bombard_Particle_Effect</Bombardment_Particle>
		<Bombardment_Number_Of_Salvos>2</Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo>1</Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay>0.2</Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay>3</Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay>6.0</Bombardment_Initial_Delay>

		<!--color, intensity, and time for the lighting effects. -->
		<!--Each of these is a list that should have the same number of entries as the Bombard_Projectile list-->
		<Bombardment_Lighting_Color_List>0.0,0.0,0.0,1.0,0.2,0.2</Bombardment_Lighting_Color_List>
		<Bombardment_Lighting_Intensity_List>0.2 0.4</Bombardment_Lighting_Intensity_List>
		<Bombardment_Lighting_Seconds_List>2 2</Bombardment_Lighting_Seconds_List>
		<Land_Mode_Selection_Blob_Material_Name>Selection_Rebel_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Rebel_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>
		<Space_Skirmish_Unit_Buy_Credits>100000</Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces>
			StarViper_Squadron, StarViper_Squadron
		</Space_Skirmish_AI_Default_Forces>
		<Land_Skirmish_Unit_Buy_Credits>50000</Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces>
			Underworld_Merc_Squad, Underworld_Merc_Squad
		</Land_Skirmish_AI_Default_Forces>
		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,20,
			1,20,
			2,20,
			3,15,
			4,12,
			5,10,
			6,8,
			7,7,
			8,6,
			9,5
		</Land_Skirmish_Unit_Cap_By_Player_Count>
		<Debug_Ground_Structures>
			U_Ground_Barracks
		</Debug_Ground_Structures>

		<Superweapon_Win_Movie/>
		<Generic_Win_Movie/>
		<Finale_Movie>Underworld_Win_Story_Campaign</Finale_Movie>
		<Finale_Movie_2>Underworld_Win_Story_Campaign_Part2</Finale_Movie_2>
		<Post_Credits_Movie/>

		<Victory_Text>TEXT_UNDERWORLD_VICTORY</Victory_Text>
		<Defeat_Text>TEXT_UNDERWORLD_DEFEAT</Defeat_Text>
		<Space_Win_Image>i_us_win.tga</Space_Win_Image>
		<Space_Lose_Image>i_us_lose.tga</Space_Lose_Image>
		<Land_Win_Image>i_ul_win.tga</Land_Win_Image>
		<Land_Lose_Image>i_ul_lose.tga</Land_Lose_Image>
		<Faction_Leader>Tyber_Zann</Faction_Leader>
		<Faction_Leader_Company>Tyber_Zann_Team</Faction_Leader_Company>
		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around the cursor location to show victims in range of click-->
		<Land_Area_Effect_Range_Overlay_Material_Name>Rebel_Land_Area_Effect_Range_Overlay</Land_Area_Effect_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Area_Effect_Range_Overlay_RGBA>128, 255, 128, 128</Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor>1.00</Land_Area_Effect_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->
		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around Obiwan to show click target terrain range-->
		<Land_Ability_Targeting_Range_Overlay_Material_Name>Rebel_Land_Ability_Targeting_Range_Overlay</Land_Ability_Targeting_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Ability_Targeting_Range_Overlay_RGBA>255, 255, 64, 128</Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor>1.00</Land_Ability_Targeting_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->
		<!--Allow special weapon firing in tactical maps that have no parent galactic mode-->
		<Standalone_Space_Maps_Special_Weapon_A>Skirmish_Plasma_Cannon</Standalone_Space_Maps_Special_Weapon_A> <!--Underworld special weapon is an inherent property of their level 3+ starbase-->
		<Standalone_Space_Maps_Special_Weapon_B/>

		<!--SFXEvents-->
		<SFXEvent_GUI_Start_Campaign>GUI_Select_Underworld_SFX</SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Max_Credits_Limit_Reached>UHD_Credit_Capacity</SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing>UHD_Invasion_Commencing</SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Tactical_Corruption_Mission_Commencing>Urai_Invasion_Commencing</SFXEvent_Tactical_Corruption_Mission_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded>UHD_System_Blockaded</SFXEvent_Build_Impossible_Location_Blockaded><!--In this case, enemy ships in orbit so can't build space station-->
		<SFXEvent_New_Construction_Options_Available>UHD_New_Construction</SFXEvent_New_Construction_Options_Available><!--Can be Tactical or Galactic-->
		<SFXEvent_Mission_Added>UHD_Mission_Updated</SFXEvent_Mission_Added><!--A new mission has been added to the holocron-the incoming transmission radar movie (and audio) is also playing-->
		<SFXEvent_Base_Shield_Absorb_Damage>SFX_Shield_Absorb_Detonation</SFXEvent_Base_Shield_Absorb_Damage><!--Tactical: When the base shield absorbs damage, most likely by a projectile-->
		<SFXEvent_Tactical_Unit_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Tactical_Unit_Cap_Reached><!--Tactical: We you can drag in anymore tactical units from the reinforcement palette-->
		<SFXEvent_Arrive_From_Hyperspace>Unit_Ship_Hyperspace_Enter</SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace>Unit_Ship_Hyperspace_Exit</SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement>UHD_Space_Station_Under_Attack</SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement>UHD_Base_Under_Attack</SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>UHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted>GUI_Corruption</SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed>UHD_Corruption_Removed</SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned>Structure_Garrison_SFX</SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated>Structure_UnGarrison_SFX</SFXEvent_Bunker_Vacated>
		<SFXEvent_Sabotage_Success>Unit_Sabotage_Death_SFX</SFXEvent_Sabotage_Success>
		<SFXEvent_Hack_Success>Planet_Death_SFX</SFXEvent_Hack_Success>

		<!--MusicEvents-->
		<Strategic_Map_Music_Event>Galactic_Map_Underworld_Music_Event</Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

		<!--UNDERWORLD WIN/LOSE MUSIC EVENTS-->
		<!--Specific vs. Factions-->
		<Music_Event_Tactical_Win_Vs_Faction>Rebel,		Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Empire,	Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Pirates,	Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Hutts,		Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction>Rebel,	Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Empire,	Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Pirates,	Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Hutts,	Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>

		<!--Generic-->
		<Music_Event_Tactical_Win>Underworld_Win_Tactical_Event</Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose>Rebel_Lose_Tactical_Event</Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win>Underworld_Win_Strategic_Event</Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose>Rebel_Lose_Strategic_Event</Music_Event_Strategic_Lose>

		<!--UNDERWORLD SUPERWEAPON PRESENT MUSIC EVENTS-Overrides to map events below-->
		<Music_Event_Space_Ambient_Super_Weapon/>
		<Music_Event_Space_Battle_Super_Weapon>Space_Map_Rebel_Battle_Death_Star_Music_Event</Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon/>
		<Music_Event_Land_Battle_Super_Weapon/>

		<!--UNDERWORLD TACTICAL BATTLE PENDING AUDIO EVENTS-->
		<SFX_Event_Tactical_Land_Battle_Pending>UHD_Battle_Pending</SFX_Event_Tactical_Land_Battle_Pending>
		<SFX_Event_Tactical_Space_Battle_Pending>UHD_Battle_Pending</SFX_Event_Tactical_Space_Battle_Pending>
		<Music_Event_Tactical_Land_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Land_Battle_Pending>
		<Music_Event_Tactical_Space_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Space_Battle_Pending>

		<!--UNDERWORLD MAPS MUSIC EVENTS-AMBIENT (NON-BATTLE)-->
		<!--Rebel: Space maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Space, Space_Map_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Temperate land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Temperate, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Arctic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Arctic, Ice_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Desert land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Desert, Desert_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Forest land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Forest, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Swamp land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Swamp, Swamp_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Volcanic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Volcanic, Volcanic_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Urban land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Urban, Urban_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>

		<!--UNDERWORLD MAPS MUSIC EVENTS-BATTLE-->
		<!--Rebel: Space maps: Music events for battle-->
		<Music_Event_List_Battle>Space, Space_Map_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Temperate land maps: Music evnts for battle-->
		<Music_Event_List_Battle>Temperate, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Arctic land maps: Music events for battle-->
		<Music_Event_List_Battle>Arctic, Ice_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Desert land maps: Music events for battle-->
		<Music_Event_List_Battle>Desert, Desert_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Forest land maps: Music events for battle-->
		<Music_Event_List_Battle>Forest, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Swamp land maps: Music events for battle-->
		<Music_Event_List_Battle>Swamp, Swamp_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Volcanic land maps: Music evets for battle-->
		<Music_Event_List_Battle>Volcanic, Volcanic_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Urban land maps: Music events for battle-->
		<Music_Event_List_Battle>Urban, Urban_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>

		<!--OBJECT SPOTTED ANNOUNCEMENTS-->
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Empire,	Unit_Announce_Enemy_Field_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,				Unit_Announce_Emperor_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,						Unit_Announce_Fett_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,					Unit_Announce_Katarn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,					Unit_Announce_ObiWan_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Rebel,	Unit_Announce_Enemy_Field_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,						Unit_Announce_Solo_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,					Unit_Announce_Vader_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,					Unit_Announce_Veers_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Tyber_Zann,						Unit_Announce_Tyber_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>The_Peacebringer,				Unit_Announce_Tyber_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>IG-88,							Unit_Announce_IG88_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Urai_Fen,						Unit_Announce_Urai_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Silri,							Unit_Announce_Silri_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,			Unit_Announce_Thrawn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Admonitor_Star_Destroyer,		Unit_Announce_Thrawn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,	Unit_Announce_Executor_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Yoda,							Unit_Announce_Yoda_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,			Unit_Announce_Luke_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		Unit_Announce_Gargantuan_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Enemy_Spotted>Unit_See_Enemy_Underworld_Soldier</SFXEvent_Enemy_Spotted>

		<!--UNDERWORLD SUPERWEAPON ANNOUNCEMENTS-->
		<SpeechEvent_Super_Weapon_Moving_Into_Range/>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds/>
		<SpeechEvent_Super_Weapon_Moved_Into_Range/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>UHD_Death_Star_Begin_Approach</SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>UHD_Death_Star_1_Minute</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>UHD_Death_Star_30_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>UHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>UHD_Death_Star_5_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>UHD_Death_Star_Cleared</SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>
		<!--Event to play when a local player captures or loses control of a planet-->
		<SFXEvent_Planet_Gained_Control>UHD_Planet_Gained</SFXEvent_Planet_Gained_Control><!--Plays anytime control is gained-->
		<SFXEvent_Planet_Lost_Control>UHD_Planet_Lost</SFXEvent_Planet_Lost_Control><!--Plays only when control is lost from other player-->
		<!--Events to play when toggling non-hero ability states from the GUI / Command Bar-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Spoiler Lock-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPOILER_LOCK, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPOILER_LOCK, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Harmonic Bomb-->
<!--		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARMONIC_BOMB, Unit_Attack_Rebel_Infiltrator</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INVULNERABILITY, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<!--Force Cloak-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Stealth-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>STEALTH, Unit_Stealth</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>STEALTH, Unit_Stealth</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--STIM_PACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>STIM_PACK, GUI_Stim_Pack_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>STIM_PACK, GUI_Stim_Pack_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SENSOR JAMMING-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SENSOR_JAMMING, GUI_Sensor_Jamming_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--BUZZ DROIDS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BUZZ_DROIDS, GUI_Buzz_Droids_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--SWAP WEAPONS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SWAP_WEAPONS, GUI_Swap_Weapons_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--BLAST-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BLAST, GUI_Weapon_Boost_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>

		<!--Events to play when enemy is toggling non-hero ability states from the GUI / Command Bar-->
		<!--Power to shields-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--STIM_PACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>STIM_PACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>STIM_PACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!--Underworld HUD Tactical Battle Audio-->
		<SFXEvent_HUD_Landing_Zone_Captured>UHD_Landing_Zone_Captured</SFXEvent_HUD_Landing_Zone_Captured><!--We captured a landing soze-->
		<SFXEvent_HUD_Landing_Zone_Lost>UHD_Landing_Zone_Lost</SFXEvent_HUD_Landing_Zone_Lost><!--We lost one of our landing zones-->
		<SFXEvent_HUD_Last_Landing_Zone_Lost>UHD_Last_Landing_Zone_Lost</SFXEvent_HUD_Last_Landing_Zone_Lost><!--We lost our last landing zone-->
		<SFXEvent_HUD_Build_Pad_Captured>UHD_Build_Pad_Captured</SFXEvent_HUD_Build_Pad_Captured><!--We captured a build pad-->
		<SFXEvent_HUD_Build_Pad_Lost>UHD_Build_Pad_Lost</SFXEvent_HUD_Build_Pad_Lost><!--We lost one of our build pads-->
		<SFXEvent_HUD_Base_Shield_Offline>UHD_Base_Shield_Offline</SFXEvent_HUD_Base_Shield_Offline><!--Our base shield just went offline-->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline>UHD_Enemy_Base_Shield_Offline</SFXEvent_HUD_Enemy_Base_Shield_Offline><!--The enemies base shield just went offline-->
		<SFXEvent_HUD_Base_Shield_Online>UHD_Base_Shields_Up</SFXEvent_HUD_Base_Shield_Online><!--Our base shield just went back online-->
		<SFXEvent_HUD_Enemy_Base_Shield_Online>UHD_Enemy_Base_Shields_Up</SFXEvent_HUD_Enemy_Base_Shield_Online><!--The enemies base shield just went back online-->
		<SFXEvent_HUD_Base_Shield_Penetrated>UHD_Base_Shield_Penetrated</SFXEvent_HUD_Base_Shield_Penetrated><!--Our base shield was just penetrated by the enemy-->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>UHD_Enemy_Base_Shield_Penetrated</SFXEvent_HUD_Enemy_Base_Shield_Penetrated><!--We just penetrated then enemies base shield-->
		<SFXEvent_HUD_Won_Land_Battle>UHD_Battle_End</SFXEvent_HUD_Won_Land_Battle><!--We won the land battle-->
		<SFXEvent_HUD_Lost_Land_Battle>UHD_Defeated</SFXEvent_HUD_Lost_Land_Battle><!--We lost the land battle-->
		<SFXEvent_HUD_Won_Space_Battle>UHD_Battle_End</SFXEvent_HUD_Won_Space_Battle><!--We won the space battle-->
		<SFXEvent_HUD_Lost_Space_Battle>UHD_Defeated</SFXEvent_HUD_Lost_Space_Battle><!--We lost the space battle-->
		<SFXEvent_HUD_Won_Tactical_Corruption_Mission>Tyber_Battle_End</SFXEvent_HUD_Won_Tactical_Corruption_Mission><!--We won the corruption mission-->
		<SFXEvent_HUD_Lost_Tactical_Corruption_Mission>UHD_Defeated</SFXEvent_HUD_Lost_Tactical_Corruption_Mission><!--We lost the corruption mission-->
		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>UHD_Battle_End</SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present><!--We won the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>UHD_Defeated</SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present><!--We lost the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>UHD_Battle_End</SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present><!--We won the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>UHD_Defeated</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present><!--We lost the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Tactical_Victory_Near>Unit_Near_Victory_Underworld_Soldier</SFXEvent_HUD_Tactical_Victory_Near><!--PLACERHOLDER FOR FRANK--><!--We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition-->
		<SFXEvent_HUD_Repairing>UHD_Repairing</SFXEvent_HUD_Repairing><!--Repair is underway on something-->
		<SFXEvent_HUD_Gravity_Control_Generator_On>Unit_GravGen_On_Underworld_Soldier</SFXEvent_HUD_Gravity_Control_Generator_On><!--The gravity control generator is switched on from off-->
		<SFXEvent_HUD_Gravity_Control_Generator_Off>Unit_GravGen_Off_Underworld_Soldier</SFXEvent_HUD_Gravity_Control_Generator_Off><!--The gravity control generator is switched off from on-->
		<SFXEvent_HUD_Special_Weapon_Ready>UHD_Hypervelocity_Available</SFXEvent_HUD_Special_Weapon_Ready><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Ready>UHD_Ion_Cannon_Available</SFXEvent_HUD_Special_Weapon_Ready><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Ready/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging>UHD_Hypervelocity_Charging</SFXEvent_HUD_Special_Weapon_Charging><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Charging>UHD_Ion_Cannon_Charging</SFXEvent_HUD_Special_Weapon_Charging><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing>UHD_Hypervelocity_Firing</SFXEvent_HUD_Special_Weapon_Firing><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Firing>UHD_Ion_Cannon_Firing</SFXEvent_HUD_Special_Weapon_Firing><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>UHD_Hypervelocity_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>UHD_Ion_Cannon_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>UHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>UHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>UHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>UHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>UHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>UHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>UHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>UHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>UHD_Enemy_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>UHD_Enemy_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>UHD_Enemy_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>UHD_Enemy_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested>UHD_Reinforcement_Contested</SFXEvent_HUD_Reinforcement_Point_Contested>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Build_Pad, UHD_Build_Pad_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Build_Pad, UHD_Build_Pad_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mining_Facility, UHD_Lost_Mining</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mining_Facility, UHD_Capture_Mining</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_R, UHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_R, UHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_E, UHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_E, UHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Sensor, UHD_Lost_Sensor</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Sensor, UHD_Capture_Sensor</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, UHD_Lost_Turbo</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, UHD_Capture_Turbo</SFXEvent_Tactical_Gain_Friendly_Control>
  <!--<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mercenary_Outfitter, UHD_Lost_Mercenaries</SFXEvent_Tactical_Lose_Friendly_Control>-->
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mercenary_Outfitter, UHD_Capture_Mercenaries</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>

		<!--Faction-based tactical constuction world 3D SFX-these are not HUD responses, but physical sound effects-->
		<SFXEvent_Tactical_Object_Building_Started>Structure_Buildable_Start</SFXEvent_Tactical_Object_Building_Started><!--An object is just starting construction in the world-->
		<SFXEvent_Tactical_Object_Building_Loop>Structure_Buildable_Loop</SFXEvent_Tactical_Object_Building_Loop><!--An object is currently under construction (loop) in the world-->
		<SFXEvent_Tactical_Object_Building_Complete>Structure_Buildable_Stop</SFXEvent_Tactical_Object_Building_Complete><!--An object has just completed construction in the world-->
		<SFXEvent_Tactical_Object_Sold>Structure_Buildable_Sold</SFXEvent_Tactical_Object_Sold><!--An object is sold in the world-->

		<!--Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash-->
		<SFXEvent_Weather_Begin>RAIN,		Unit_Rain_Underworld_Soldier		</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SNOW,		Unit_Snowstorm_Underworld_Soldier	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SANDSTORM,	Unit_Sandstorm_Underworld_Soldier	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>ASH,		Unit_Ashfall_Underworld_Soldier		</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>	RAIN,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SNOW,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SANDSTORM,	</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	ASH,		</SFXEvent_Weather_End>

		<!--Bombing runs becoming available cues-->
		<SFXEvent_Bombing_Run_Available>UHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available>UHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available/>
		<SFXEvent_Bombing_Run_Cancelled>UHD_Bombing_Run_Canceled</SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk>Unit_Bomb_Land_Skipray_1</SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!--Bombard becoming available cues-->
		<SFXEvent_Bombard_Available>UHD_Bombard_Available</SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available>UHD_Bombard_Ally_Available</SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>UHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled>UHD_Bombard_Canceled</SFXEvent_Bombard_Cancelled>

		<!--Starbase upgrading cues-->
		<SFXEvent_Starbase_Upgraded>UHD_Space_Station_Upgraded</SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded>UHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded>UHD_Space_Station_Upgraded</SFXEvent_Starbase_Ally_Upgraded>

		<!--Player taunt SFXEvents variable sized list for taunt hot keys-->
		<SFXEvent_Player_Taunt>Unit_Taunt_Tyber_Zann</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Taunt_IG88</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Taunt_Silri</SFXEvent_Player_Taunt>

		<!--Sandbox tactical battle introduction Command Bar movie-->
		<Tactical_Intro_Command_Bar_Movie_Name>Underworld_soldier_Loop</Tactical_Intro_Command_Bar_Movie_Name>

		<!--Sandbox tactical battle introduction SpeechEvents-->
		<SpeechEvent_Tactical_Intro_Land_Attacker>GUS_INTRO_LAND_ATTACK_U_00</SpeechEvent_Tactical_Intro_Land_Attacker><!--Default case for land battle as attacker-->
		<SpeechEvent_Tactical_Intro_Land_Defender>GUS_INTRO_LAND_DEFEND_U_00</SpeechEvent_Tactical_Intro_Land_Defender><!--Default case for land battle as defender-->
		<SpeechEvent_Tactical_Intro_Space_Attacker>GUS_INTRO_SPACE_ATTACK_U_00</SpeechEvent_Tactical_Intro_Space_Attacker><!--Default case for space battle as attacker-->
		<SpeechEvent_Tactical_Intro_Space_Defender>GUS_INTRO_SPACE_DEFEND_U_00</SpeechEvent_Tactical_Intro_Space_Defender><!--Default case for space battle as defender-->
		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker/><!--N/A for Underworld since they cannot raid-->
		<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GUS_INTRO_LAND_DEFEND_U_02</SpeechEvent_Tactical_Intro_Land_Raid_Defender>
		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GUS_INTRO_SPACE_ATTACK_U_05</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GUS_INTRO_LAND_DEFEND_U_05</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>
		<!--End Sandbox tactical battle introduction SpeechEvents-->

		<!--UNDERWORLD DROID ADVISOR TEXT-->
		<Galactic_Advisor_Hints>
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_01,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_03,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_04,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_05,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_06,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_07,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_08,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_09,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_10,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_11,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_13,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_14,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_15,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_16,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_17,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_18,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_19,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_22,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_23,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_24,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_25,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_26,
			TEXT_DROID_ADVISOR_UNDERWORLD_GALACTIC_27
		</Galactic_Advisor_Hints>
		<Space_Advisor_Hints>
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_02,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_03,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_04,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_05,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_06,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_07,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_08,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_09,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_10,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_11,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_13,
			TEXT_DROID_ADVISOR_UNDERWORLD_SPACE_14
		</Space_Advisor_Hints>
		<Land_Advisor_Hints>
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_00,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_01,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_02,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_03,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_04,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_05,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_06,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_07,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_08,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_09,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_10,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_11,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_12,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_13,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_14,
			TEXT_DROID_ADVISOR_UNDERWORLD_LAND_15,
			TEXT_DROID_ADVISOR_LAND_12,
			TEXT_DROID_ADVISOR_LAND_13,
			TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>
		<!--End Droid Advisor Speech/Text-->

		<Allies/>
		<Enemies>Empire, Rebel, Pirates, Hostile, Sarlacc, Hutts, Bothan, Imperial</Enemies>
		<Can_Control_Planets>true</Can_Control_Planets>
		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>R_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>
		<Multiplayer_Campaign_Heroes/>
		<Bribed_Color>155, 153, 119, 255</Bribed_Color>

		<Multiplayer_Map_Preview_Icon>I_MULTIPLAY_UNDERWORLD.TGA</Multiplayer_Map_Preview_Icon>
		<Alternate_Icon_Prefix>u_</Alternate_Icon_Prefix>
	</Faction>

	<Faction Name="Hutts">
		<Is_Debug_Switchable_To>Yes</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>
		<Text_ID>TEXT_FACTION_HUTTS_02</Text_ID>
		<Icon_Name>i_button_command_bar_jabba_symbol.tga</Icon_Name>
		<Alternate_Icon_Name>i_button_command_bar_jabba_symbol.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>255, 128, 0, 255</Color>
		<No_Colorization_Color>255, 153, 0, 255</No_Colorization_Color>
		<Display_Font_Color>255, 128, 0, 255</Display_Font_Color>
		<Big_Fleet_Color>255, 128, 0, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>0.95</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0,-1.1</Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy>Underworld</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Dark</Force_Alignment>
		<Minimum_Visible_Base_Level>2</Minimum_Visible_Base_Level>
		<Basic_AI>BasicHutts</Basic_AI>
		<Can_Win_By_Destroying_Super_Weapon>No</Can_Win_By_Destroying_Super_Weapon>
		<Faction_Super_Weapon/>
		<Skirmish_Land_Bomber>Z95_Bomber_Bombing_Run</Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>60</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>
		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<!--Gameplay effects of planetary corruption on this faction.-->
		<Benefits_From_Corruption>No</Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers>1.0, .9</Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers>1.0, .85</Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers>1.0, 1.0</Corruption_Tactical_Build_Pad_Price_Multipliers>

		<Displayed_Tech_Level_Adjustment>0</Displayed_Tech_Level_Adjustment>
		<Infantry_Icon_Name>i_button_pirate_soldier.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_r_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_r_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_r_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_r_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_V_Wing.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name>IDD_TECH_TREE_HUTT_CARTEL</Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>I_CUSTOM_HUTTS.tga</Helper_Icon_Name>
		<Space_Retreat_Countdown_Seconds>12.00</Space_Retreat_Countdown_Seconds>
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Space_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Space_Retreat_Units_Damaged_Mod_Factor>2.0</Space_Retreat_Units_Damaged_Mod_Factor>
		<Space_Retreat_Flight_Move_Increment>500.0</Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames>1</Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0</Space_Retreat_Off_Map_Dest_Pos><!--WARNING: For some reason, non-0.0 Z can cause problems?-->
		<Space_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID>TEXT_RETREAT_SPACE_HUTTS_COUNTDOWN</Space_Retreat_Countdown_Text_ID>
		<Space_Retreat_Begin_SFXEvent>UHD_Retreat_Started_Space</Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Underworld_Soldier</Space_Retreat_Enemy_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent>UHD_Retreat_Cancelled</Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent>UHD_Retreat_Not_Allowed</Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>UHD_Retreat_Interdictor</Space_Retreat_Not_Allowed_Reason_1_SFXEvent><!--Reason 1: Gravity Well-->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent/><!--Reason 2: Friendly Hero Preventing-->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent/><!--Reason 3: Tactical Superweaper Present-->
		<Space_Forced_Retreat_Due_To_Superweapon>Unit_Victory_DS_Retreat_Underworld_Soldier</Space_Forced_Retreat_Due_To_Superweapon>
		<Space_Surrender_SFXEvent>UHD_Retreat_Started_Space</Space_Surrender_SFXEvent>
		<Land_Retreat_Countdown_Seconds>12.00</Land_Retreat_Countdown_Seconds>
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor>2.0</Land_Retreat_Pursue_Max_Speed_Mod_Factor>
		<Land_Retreat_Units_Damaged_Mod_Factor>2.0</Land_Retreat_Units_Damaged_Mod_Factor>
		<Land_Retreat_Countdown_Color_RGBA>255, 255, 255, 255</Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID>TEXT_RETREAT_LAND_HUTTS_COUNTDOWN</Land_Retreat_Countdown_Text_ID>
		<Land_Retreat_Begin_SFXEvent>UHD_Retreat_Started_land</Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Enemy_Begin_SFXEvent>Unit_Enemy_Retreat_Underworld_Soldier</Land_Retreat_Enemy_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent>UHD_Retreat_Cancelled</Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent>UHD_Retreat_Not_Allowed</Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent/><!--Reason 1: Gravity Well-->
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent/><!--Reason 2: Friendly Hero Preventing-->
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent/><!--Reason 3: Tactical Superweaper Present-->
		<Land_Surrender_SFXEvent>UHD_Retreat_Started_land</Land_Surrender_SFXEvent>
		<Reinforcements_Selection_SFXEvent>UHD_Choose_Reinforcements</Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent/>
		<Reinforcements_Enroute_SFXEvent>UHD_Reinforcements_En_Route</Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent>UHD_Reinforcements_Cancelled</Reinforcements_Cancelled_SFXEvent>
		<Reinforcements_Requesting_SFXEvent>UHD_Request_Assistance</Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent>UHD_Reinforcements_Available</Reinforcements_Ready_SFXEvent>
		<Reinforcements_Shadow_Blob_Material_Name>Reinforcement_Overlay_Hutts</Reinforcements_Shadow_Blob_Material_Name>
		<Bombing_Run_Shadow_Blob_Material_Name>Bombing_Run_Hutts</Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size>100.0</Bombing_Run_Blob_Size>

		<!--BOMBARDMENT DATA-->
		<Bombardment_Shadow_Blob_Material_Name>Bombardment_Hutts</Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size>300.0</Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships>Ultor_Beam_Cruiser, Kavadonian_Interceptor_Frigate, Executor_Frigate, Hutt_Eclipse, Centurion_Destroyer, Chronoscepter, Pestelous_ISD, Galyana_SSD_GC</Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile>Proj_Hutt_Bombardment_Beam</Bombardment_Projectile>
		<Bombardment_Particle>Bombard_Particle_Effect</Bombardment_Particle>
		<Bombardment_Number_Of_Salvos>3</Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo>4</Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay>2.0</Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay>5</Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay>7.0</Bombardment_Initial_Delay>

		<!--color, intensity, and time for the lighting effects. -->
		<!--Each of these is a list that should have the same number of entries as the Bombard_Projectile list-->
		<Bombardment_Lighting_Color_List>0.0,0.0,0.0,1.0,0.2,0.2</Bombardment_Lighting_Color_List>
		<Bombardment_Lighting_Intensity_List>0.2 0.4</Bombardment_Lighting_Intensity_List>
		<Bombardment_Lighting_Seconds_List>2 2</Bombardment_Lighting_Seconds_List>
		<Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>255, 128, 0, 255</Selection_Blob_RGBA>
		<Space_Skirmish_Unit_Buy_Credits>100000</Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces>
			Hutt_VWing_Squadron, Hutt_VWing_Squadron
		</Space_Skirmish_AI_Default_Forces>
		<Land_Skirmish_Unit_Buy_Credits>50000</Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces>
			Hutt_Soldier_Squad, Hutt_Soldier_Squad
		</Land_Skirmish_AI_Default_Forces>
		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,20,
			1,20,
			2,20,
			3,15,
			4,12,
			5,10,
			6,8,
			7,7,
			8,6,
			9,5
		</Land_Skirmish_Unit_Cap_By_Player_Count>
		<Debug_Ground_Structures>
			H_Ground_Barracks,
			H_Ground_Power_Generator,
			H_Ground_Communications_Array,
			H_Ground_Factory
		</Debug_Ground_Structures>

		<Superweapon_Win_Movie/>
		<Generic_Win_Movie/>
		<Finale_Movie>Underworld_Win_Story_Campaign</Finale_Movie>
		<Finale_Movie_2>Underworld_Win_Story_Campaign_Part2</Finale_Movie_2>
		<Post_Credits_Movie/>

		<!--Allow special weapon firing in tactical maps that have no parent galactic mode-->
		<Standalone_Space_Maps_Special_Weapon_A>Skirmish_Hyper_Beam_Gun</Standalone_Space_Maps_Special_Weapon_A>
		<Standalone_Space_Maps_Special_Weapon_B/>

		<Victory_Text>Galyana_Text_Hutt_Victory</Victory_Text>
		<Defeat_Text>Galyana_Text_Hutt_Defeat</Defeat_Text><!--This is generic-->
		<Space_Win_Image>i_hs_win.tga</Space_Win_Image>
		<Space_Lose_Image>i_hs_lose.tga</Space_Lose_Image>
		<Land_Win_Image>i_hl_win.tga</Land_Win_Image>
		<Land_Lose_Image>i_hl_lose.tga</Land_Lose_Image>
		<Faction_Leader>Pestelous_the_Hutt</Faction_Leader>
		<Faction_Leader_Company>Pestelous_Team</Faction_Leader_Company>
		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around the cursor location to show victims in range of click-->
		<Land_Area_Effect_Range_Overlay_Material_Name>Rebel_Land_Area_Effect_Range_Overlay</Land_Area_Effect_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Area_Effect_Range_Overlay_RGBA>128, 255, 128, 128</Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor>1.00</Land_Area_Effect_Range_Overlay_Scale_Factor><!--Compensate for ring ednge not being full bounds of texture size-->
		<!--Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around Obiwan to show click target terrain range-->
		<Land_Ability_Targeting_Range_Overlay_Material_Name>Rebel_Land_Ability_Targeting_Range_Overlay</Land_Ability_Targeting_Range_Overlay_Material_Name><!--In ShadowBlobMaterials.xml-->
		<Land_Ability_Targeting_Range_Overlay_RGBA>255, 255, 64, 128</Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor>1.00</Land_Ability_Targeting_Range_Overlay_Scale_Factor><!--Compensate for ring edge not being full bounds of texture size-->

		<!--SFXEvents-->
		<SFXEvent_GUI_Start_Campaign>GUI_Select_Underworld_SFX</SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Max_Credits_Limit_Reached>UHD_Credit_Capacity</SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing>UHD_Invasion_Commencing</SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Tactical_Corruption_Mission_Commencing>Urai_Invasion_Commencing</SFXEvent_Tactical_Corruption_Mission_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded>UHD_System_Blockaded</SFXEvent_Build_Impossible_Location_Blockaded><!--In this case, enemy ships in orbit so can't build space station-->
		<SFXEvent_New_Construction_Options_Available>UHD_New_Construction</SFXEvent_New_Construction_Options_Available><!--Can be Tactical or Galactic-->
		<SFXEvent_Mission_Added>UHD_Mission_Updated</SFXEvent_Mission_Added><!--A new mission has been added to the holocron-the incoming transmission radar movie (and audio) is also playing-->
		<SFXEvent_Base_Shield_Absorb_Damage>SFX_Shield_Absorb_Detonation</SFXEvent_Base_Shield_Absorb_Damage><!--Tactical: When the base shield absorbs damage, most likely by a projectile-->
		<SFXEvent_Tactical_Unit_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Tactical_Unit_Cap_Reached><!--Tactical: We you can drag in anymore tactical units from the reinforcement palette-->
		<SFXEvent_Arrive_From_Hyperspace>Unit_Ship_Hyperspace_Enter</SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace>Unit_Ship_Hyperspace_Exit</SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement>UHD_Space_Station_Under_Attack</SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement>UHD_Base_Under_Attack</SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>UHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached>UHD_Unit_Cap_Reached</SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted>GUI_Corruption</SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed>UHD_Corruption_Removed</SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned>Structure_Garrison_SFX</SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated>Structure_UnGarrison_SFX</SFXEvent_Bunker_Vacated>
		<SFXEvent_Sabotage_Success>Unit_Sabotage_Death_SFX</SFXEvent_Sabotage_Success>
		<SFXEvent_Hack_Success>Planet_Death_SFX</SFXEvent_Hack_Success>

		<!--MusicEvents-->
		<Strategic_Map_Music_Event>Galactic_Map_Underworld_Music_Event</Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

		<!--HUTT WIN/LOSE MUSIC EVENTS-->
		<!--Specific vs. Factions-->
		<Music_Event_Tactical_Win_Vs_Faction>Rebel,			Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Empire,		Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Pirates,		Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction>Underworld,	Underworld_Win_Tactical_Event</Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction>Rebel,		Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Empire,		Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Pirates,		Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction>Underworld,	Underworld_Win_Strategic_Event</Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction>Rebel,		Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Empire,		Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Pirates,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Underworld,	Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction>Hutts,		Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>

		<!--Generic-->
		<Music_Event_Tactical_Win>Underworld_Win_Tactical_Event</Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose>Rebel_Lose_Tactical_Event</Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win>Underworld_Win_Strategic_Event</Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose>Rebel_Lose_Strategic_Event</Music_Event_Strategic_Lose>

		<!--HUTT SUPERWEAPON PRESENT MUSIC EVENTS-Overrides to map events below-->
		<Music_Event_Space_Ambient_Super_Weapon/>
		<Music_Event_Space_Battle_Super_Weapon>Space_Map_Rebel_Battle_Death_Star_Music_Event</Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon/>
		<Music_Event_Land_Battle_Super_Weapon/>

		<!--HUTT TACTICAL BATTLE PENDING AUDIO EVENTS-->
		<SFX_Event_Tactical_Land_Battle_Pending>UHD_Battle_Pending</SFX_Event_Tactical_Land_Battle_Pending>
		<SFX_Event_Tactical_Space_Battle_Pending>UHD_Battle_Pending</SFX_Event_Tactical_Space_Battle_Pending>
		<Music_Event_Tactical_Land_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Land_Battle_Pending>
		<Music_Event_Tactical_Space_Battle_Pending>Tactical_Battle_Loading_Loop_Event</Music_Event_Tactical_Space_Battle_Pending>

		<!--HUTT MAPS MUSIC EVENTS-AMBIENT (NON-BATTLE)-->
		<!--Rebel: Space maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Space, Space_Map_Empire_Ambient_Music_Event</Music_Event_List_Ambient><!--Space_Map_Hutts_Ambient_Music_Event-->
		<!--Rebel: Temperate land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Temperate, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Arctic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Arctic, Ice_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Desert land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Desert, Desert_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Forest land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Forest, Temperate_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Swamp land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Swamp, Swamp_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Volcanic land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Volcanic, Volcanic_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>
		<!--Rebel: Urban land maps: Music events for ambient (non-battle)-->
		<Music_Event_List_Ambient>Urban, Urban_Land_Rebel_Ambient_Music_Event</Music_Event_List_Ambient>

		<!--HUTT MAPS MUSIC EVENTS-BATTLE-->
		<!--Rebel: Space maps: Music events for battle-->
		<Music_Event_List_Battle>Space, Space_Map_Empire_Battle_Music_Event</Music_Event_List_Battle><!--Space_Map_Hutts_Battle_Music_Event-->
		<!--Rebel: Temperate land maps: Music evnts for battle-->
		<Music_Event_List_Battle>Temperate, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Arctic land maps: Music events for battle-->
		<Music_Event_List_Battle>Arctic, Ice_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Desert land maps: Music events for battle-->
		<Music_Event_List_Battle>Desert, Desert_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Forest land maps: Music events for battle-->
		<Music_Event_List_Battle>Forest, Temperate_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Swamp land maps: Music events for battle-->
		<Music_Event_List_Battle>Swamp, Swamp_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Volcanic land maps: Music evets for battle-->
		<Music_Event_List_Battle>Volcanic, Volcanic_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>
		<!--Rebel: Urban land maps: Music events for battle-->
		<Music_Event_List_Battle>Urban, Urban_Land_Rebel_Battle_Music_Event</Music_Event_List_Battle>

		<!--OBJECT SPOTTED ANNOUNCEMENTS-->
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Empire,	Unit_Announce_Enemy_Field_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,				Unit_Announce_Emperor_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,						Unit_Announce_Fett_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,					Unit_Announce_Katarn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,					Unit_Announce_ObiWan_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Rebel,	Unit_Announce_Enemy_Field_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,						Unit_Announce_Solo_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,					Unit_Announce_Vader_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,					Unit_Announce_Veers_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Tyber_Zann,						Unit_Announce_Tyber_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>The_Peacebringer,				Unit_Announce_Tyber_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Squad_Generic_Field_Commander_Hutts,	Unit_Announce_U_Field_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
 		<SFXEvent_Unit_Type_Spotted>IG-88,							Unit_Announce_IG88_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
 		<SFXEvent_Unit_Type_Spotted>Urai_Fen,							Unit_Announce_Urai_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Silri,							Unit_Announce_Silri_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,			Unit_Announce_Thrawn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Admonitor_Star_Destroyer,		Unit_Announce_Thrawn_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,	Unit_Announce_Executor_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Yoda,							Unit_Announce_Yoda_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,			Unit_Announce_Luke_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		Unit_Announce_Gargantuan_Underworld_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Enemy_Spotted>Unit_See_Enemy_Underworld_Soldier</SFXEvent_Enemy_Spotted>

		<!--HUTT SUPERWEAPON ANNOUNCEMENTS-->
		<SpeechEvent_Super_Weapon_Moving_Into_Range/>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds/>
		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds/>
		<SpeechEvent_Super_Weapon_Moved_Into_Range/>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>UHD_Death_Star_Begin_Approach</SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>UHD_Death_Star_1_Minute</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>UHD_Death_Star_30_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>UHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>UHD_Death_Star_5_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>UHD_Death_Star_Cleared</SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>

		<!--Event to play when a local player captures or loses control of a planet-->
		<SFXEvent_Planet_Gained_Control>UHD_Planet_Gained</SFXEvent_Planet_Gained_Control><!--Plays anytime control is gained-->
		<SFXEvent_Planet_Lost_Control>UHD_Planet_Lost</SFXEvent_Planet_Lost_Control><!--Plays only when control is lost from other player-->
		<!--Events to play when toggling non-hero ability states from the GUI / Command Bar-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Spoiler Lock-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPOILER_LOCK, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPOILER_LOCK, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Harmonic Bomb-->
<!--		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARMONIC_BOMB, Unit_Attack_Rebel_Infiltrator</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INVULNERABILITY, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<!--Force Cloak-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--Stealth-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>STEALTH, Unit_Stealth</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>STEALTH, Unit_Stealth</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--STIM_PACK-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>STIM_PACK, GUI_Stim_Pack_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>STIM_PACK, GUI_Stim_Pack_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		<!--SENSOR JAMMING-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SENSOR_JAMMING, GUI_Sensor_Jamming_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--BUZZ DROIDS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BUZZ_DROIDS, GUI_Buzz_Droids_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--SWAP WEAPONS-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SWAP_WEAPONS, GUI_Swap_Weapons_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>
		<!--BLAST-->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BLAST, GUI_Weapon_Boost_SFX</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off/>

		<!--Events to play when enemy is toggling non-hero ability states from the GUI / Command Bar-->
		<!--Power to shields-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Interdict-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--BARRAGE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HUNT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--SPREAD_OUT-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_LURE-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--ABILITY_ROCKET_ATTACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--HARASS-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Scout-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Deploy-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--Turbo-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		<!--STIM_PACK-->
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>STIM_PACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>STIM_PACK,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!--HUTT HUD Tactical Battle Audio-->
		<SFXEvent_HUD_Landing_Zone_Captured>UHD_Landing_Zone_Captured</SFXEvent_HUD_Landing_Zone_Captured><!--We captured a landing soze-->
		<SFXEvent_HUD_Landing_Zone_Lost>UHD_Landing_Zone_Lost</SFXEvent_HUD_Landing_Zone_Lost><!--We lost one of our landing zones-->
		<SFXEvent_HUD_Last_Landing_Zone_Lost>UHD_Last_Landing_Zone_Lost</SFXEvent_HUD_Last_Landing_Zone_Lost><!--We lost our last landing zone-->
		<SFXEvent_HUD_Build_Pad_Captured>UHD_Build_Pad_Captured</SFXEvent_HUD_Build_Pad_Captured><!--We captured a build pad-->
		<SFXEvent_HUD_Build_Pad_Lost>UHD_Build_Pad_Lost</SFXEvent_HUD_Build_Pad_Lost><!--We lost one of our build pads-->
		<SFXEvent_HUD_Base_Shield_Offline>UHD_Base_Shield_Offline</SFXEvent_HUD_Base_Shield_Offline><!--Our base shield just went offline-->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline>UHD_Enemy_Base_Shield_Offline</SFXEvent_HUD_Enemy_Base_Shield_Offline><!--The enemies base shield just went offline-->
		<SFXEvent_HUD_Base_Shield_Online>UHD_Base_Shields_Up</SFXEvent_HUD_Base_Shield_Online><!--Our base shield just went back online-->
		<SFXEvent_HUD_Enemy_Base_Shield_Online>UHD_Enemy_Base_Shields_Up</SFXEvent_HUD_Enemy_Base_Shield_Online><!--The enemies base shield just went back online-->
		<SFXEvent_HUD_Base_Shield_Penetrated>UHD_Base_Shield_Penetrated</SFXEvent_HUD_Base_Shield_Penetrated><!--Our base shield was just penetrated by the enemy-->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>UHD_Enemy_Base_Shield_Penetrated</SFXEvent_HUD_Enemy_Base_Shield_Penetrated><!--We just penetrated then enemies base shield-->
		<SFXEvent_HUD_Won_Land_Battle>UHD_Battle_End</SFXEvent_HUD_Won_Land_Battle><!--We won the land battle-->
		<SFXEvent_HUD_Lost_Land_Battle>UHD_Defeated</SFXEvent_HUD_Lost_Land_Battle><!--We lost the land battle-->
		<SFXEvent_HUD_Won_Space_Battle>UHD_Battle_End</SFXEvent_HUD_Won_Space_Battle><!--We won the space battle-->
		<SFXEvent_HUD_Lost_Space_Battle>UHD_Defeated</SFXEvent_HUD_Lost_Space_Battle><!--We lost the space battle-->
		<SFXEvent_HUD_Won_Tactical_Corruption_Mission>Tyber_Battle_End</SFXEvent_HUD_Won_Tactical_Corruption_Mission><!--We won the corruption mission-->
		<SFXEvent_HUD_Lost_Tactical_Corruption_Mission>UHD_Defeated</SFXEvent_HUD_Lost_Tactical_Corruption_Mission><!--We lost the corruption mission-->
		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>UHD_Battle_End</SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present><!--We won the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>UHD_Defeated</SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present><!--We lost the land battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>UHD_Battle_End</SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present><!--We won the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>UHD_Defeated</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present><!--We lost the space battle with enemy tactical superweapon present-->
		<SFXEvent_HUD_Tactical_Victory_Near>Unit_Near_Victory_Underworld_Soldier</SFXEvent_HUD_Tactical_Victory_Near><!--PLACERHOLDER FOR FRANK--><!--We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition-->
		<SFXEvent_HUD_Repairing>UHD_Repairing</SFXEvent_HUD_Repairing><!--Repair is underway on something-->
		<SFXEvent_HUD_Gravity_Control_Generator_On>Unit_GravGen_On_Underworld_Soldier</SFXEvent_HUD_Gravity_Control_Generator_On><!--The gravity control generator is switched on from off-->
		<SFXEvent_HUD_Gravity_Control_Generator_Off>Unit_GravGen_Off_Underworld_Soldier</SFXEvent_HUD_Gravity_Control_Generator_Off><!--The gravity control generator is switched off from on-->
		<SFXEvent_HUD_Special_Weapon_Ready>UHD_Hypervelocity_Available</SFXEvent_HUD_Special_Weapon_Ready><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Ready>UHD_Ion_Cannon_Available</SFXEvent_HUD_Special_Weapon_Ready><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Ready/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging>UHD_Hypervelocity_Charging</SFXEvent_HUD_Special_Weapon_Charging><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Charging>UHD_Ion_Cannon_Charging</SFXEvent_HUD_Special_Weapon_Charging><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Charging/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing>UHD_Hypervelocity_Firing</SFXEvent_HUD_Special_Weapon_Firing><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Special_Weapon_Firing>UHD_Ion_Cannon_Firing</SFXEvent_HUD_Special_Weapon_Firing><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Special_Weapon_Firing/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>UHD_Hypervelocity_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing><!--Index 0 = Hypervelocity Gun-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing>UHD_Ion_Cannon_Firing</SFXEvent_HUD_Enemy_Special_Weapon_Firing><!--Index 1 = Ion Cannon-If entry here, must have 1 above even if stub-->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing/><!--Index 2 = Magnepulse Cannon-If entry here, must have 2 above even if stub-->
		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>UHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>UHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>UHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>UHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>UHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>UHD_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>UHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>UHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>UHD_Enemy_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>UHD_Enemy_Control_Point_30_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>UHD_Enemy_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>UHD_Enemy_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested>UHD_Reinforcement_Contested</SFXEvent_HUD_Reinforcement_Point_Contested>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Build_Pad, UHD_Build_Pad_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Build_Pad, UHD_Build_Pad_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mining_Facility, UHD_Lost_Mining</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mining_Facility, UHD_Capture_Mining</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_R, UHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_R, UHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Heavy_Factory_E, UHD_Lost_Heavy_Vehicle</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Heavy_Factory_E, UHD_Capture_Heavy_Vehicle</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Sensor, UHD_Lost_Sensor</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Sensor, UHD_Capture_Sensor</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, UHD_Lost_Turbo</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Abandoned_Turbolaser_Tower, UHD_Capture_Turbo</SFXEvent_Tactical_Gain_Friendly_Control>
  <!--<SFXEvent_Tactical_Lose_Friendly_Control>Secondary_Mercenary_Outfitter, UHD_Lost_Mercenaries</SFXEvent_Tactical_Lose_Friendly_Control>-->
		<SFXEvent_Tactical_Gain_Friendly_Control>Secondary_Mercenary_Outfitter, UHD_Capture_Mercenaries</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, UHD_Landing_Zone_Lost</SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, UHD_Landing_Zone_Captured</SFXEvent_Tactical_Gain_Friendly_Control>

		<!--Faction-based tactical constuction world 3D SFX-these are not HUD responses, but physical sound effects-->
		<SFXEvent_Tactical_Object_Building_Started>Structure_Buildable_Start</SFXEvent_Tactical_Object_Building_Started><!--An object is just starting construction in the world-->
		<SFXEvent_Tactical_Object_Building_Loop>Structure_Buildable_Loop</SFXEvent_Tactical_Object_Building_Loop><!--An object is currently under construction (loop) in the world-->
		<SFXEvent_Tactical_Object_Building_Complete>Structure_Buildable_Stop</SFXEvent_Tactical_Object_Building_Complete><!--An object has just completed construction in the world-->
		<SFXEvent_Tactical_Object_Sold>Structure_Buildable_Sold</SFXEvent_Tactical_Object_Sold><!--An object is sold in the world-->

		<!--Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash-->
		<SFXEvent_Weather_Begin>RAIN,		Unit_Rain_Underworld_Soldier		</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SNOW,		Unit_Snowstorm_Underworld_Soldier	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>SANDSTORM,	Unit_Sandstorm_Underworld_Soldier	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin>ASH,		Unit_Ashfall_Underworld_Soldier		</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>	RAIN,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SNOW,		</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	SANDSTORM,	</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>	ASH,		</SFXEvent_Weather_End>

		<!--Bombing runs becoming available cues-->
		<SFXEvent_Bombing_Run_Available>UHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available>UHD_Bombing_Run_Available</SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available/>
		<SFXEvent_Bombing_Run_Cancelled>UHD_Bombing_Run_Canceled</SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk>Unit_Bomb_Land_Tie_Bomber_1</SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!--Bombard becoming available cues-->
		<SFXEvent_Bombard_Available>UHD_Bombard_Available</SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available>UHD_Bombard_Ally_Available</SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>UHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled>UHD_Bombard_Canceled</SFXEvent_Bombard_Cancelled>

		<!--Starbase upgrading cues-->
		<SFXEvent_Starbase_Upgraded>UHD_Space_Station_Upgraded</SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded>UHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded>UHD_Space_Station_Upgraded</SFXEvent_Starbase_Ally_Upgraded>

		<!--Player taunt SFXEvents variable sized list for taunt hot keys-->
		<SFXEvent_Player_Taunt>Unit_Nikomer_Taunt</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_Cuarson_Taunt</SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt>Unit_GenericHutt_Taunt</SFXEvent_Player_Taunt>

		<!--Sandbox tactical battle introduction Command Bar movie-->
		<Tactical_Intro_Command_Bar_Movie_Name>Pirate_Loop</Tactical_Intro_Command_Bar_Movie_Name>

		<!--Sandbox tactical battle introduction SpeechEvents-->
		<SpeechEvent_Tactical_Intro_Land_Attacker>GUS_INTRO_LAND_ATTACK_U_00</SpeechEvent_Tactical_Intro_Land_Attacker><!--Default case for land battle as attacker-->
		<SpeechEvent_Tactical_Intro_Land_Defender>GUS_INTRO_LAND_DEFEND_U_00</SpeechEvent_Tactical_Intro_Land_Defender><!--Default case for land battle as defender-->
		<SpeechEvent_Tactical_Intro_Space_Attacker>GUS_INTRO_SPACE_ATTACK_U_00</SpeechEvent_Tactical_Intro_Space_Attacker><!--Default case for space battle as attacker-->
		<SpeechEvent_Tactical_Intro_Space_Defender>GUS_INTRO_SPACE_DEFEND_U_00</SpeechEvent_Tactical_Intro_Space_Defender><!--Default case for space battle as defender-->
		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker/><!--N/A for Hutts since they cannot raid-->
		<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GUS_INTRO_LAND_DEFEND_U_02</SpeechEvent_Tactical_Intro_Land_Raid_Defender>
		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GUS_INTRO_SPACE_ATTACK_U_05</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GUS_INTRO_LAND_DEFEND_U_05</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>
		<!--End Sandbox tactical battle introduction SpeechEvents-->

		<!--HUTTS DROID ADVISOR TEXT-->
		<Galactic_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
			TEXT_DROID_ADVISOR_HUTTS_GALACTIC_19,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
			TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24,
			TEXT_DROID_ADVISOR_HUTTS_GALACTIC_25
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
			TEXT_DROID_ADVISOR_HUTTS_SPACE_05,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
			TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
			TEXT_DROID_ADVISOR_HUTTS_SPACE_13
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
			TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
			TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
			TEXT_DROID_ADVISOR_LAND_12,
			TEXT_DROID_ADVISOR_LAND_13,
			TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>
		<!--End Droid Advisor Speech/Text-->

		<Allies/>
		<Enemies>Empire, Rebel, Pirates, Hostile, Sarlacc, Underworld, Bothan, Imperial</Enemies>
		<Can_Control_Planets>true</Can_Control_Planets>
		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>R_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>
		<Multiplayer_Campaign_Heroes/>
		<Bribed_Color>155, 153, 119, 255</Bribed_Color>

		<Multiplayer_Map_Preview_Icon>i_multiplay_hutts.tga</Multiplayer_Map_Preview_Icon>
		<Alternate_Icon_Prefix>h_</Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type>
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade
		</Automatic_Planetary_Corruption_Upgrade_Type>
	</Faction>

<!--SoaFE: Following Factions Added from EaW (Stability Test)-->
<!-- Disabling unused EaW Factions -->
<!--	<Faction Name="Mon_Calamari">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Text_ID>TEXT_FACTION_MONCAL</Text_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>galacticfleeticon.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>83, 236, 79, 255</Color>
		<No_Colorization_Color>83, 236, 79, 255</No_Colorization_Color>
		<Display_Font_Color>83, 236, 79, 255</Display_Font_Color>
		<Big_Fleet_Color>83, 236, 79, 255</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>13.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy> Empire</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies>Rebel, Bothan</Allies>
		<Enemies>Empire, Underworld, Hutts, Pirates, Hostile, Sarlacc, Ewok, Imperial, Target</Enemies>
	</Faction>-->

	<Faction Name="Bothan"> <!-- Used by backwards falcon in Rebel Story M07a -->
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Text_ID>TEXT_FACTION_BOTHAN</Text_ID>
		<Icon_Name>i_icon_pirate.tga</Icon_Name>
		<Alternate_Icon_Name>pirate_icon.tga</Alternate_Icon_Name>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>galacticfleeticon.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>185, 40, 39, 255</Color>
		<No_Colorization_Color>200, 70, 50, 255</No_Colorization_Color>
		<Display_Font_Color>185, 40, 39, 255</Display_Font_Color>
		<Big_Fleet_Color>185, 40, 39, 255</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>13.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy/>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies>Rebel</Allies>
		<Enemies>Empire, Underworld, Hutts, Pirates, Hostile, Sarlacc, Imperial</Enemies>
	</Faction>

<!--	<Faction Name="Ewok">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Text_ID>TEXT_FACTION_EWOK</Text_ID>
		<Icon_Name/>
		<Alternate_Icon_Name/>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>255, 255, 255, 255</Color>
		<No_Colorization_Color>231, 221, 67, 255</No_Colorization_Color>
		<Display_Font_Color>24, 133, 251, 255</Display_Font_Color>
		<Big_Fleet_Color>247, 201, 13, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Basic_AI>Ewok</Basic_AI>
		<Primary_Enemy>Empire</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>10</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Debug_Ground_Structures>P_Ground_Command_Center</Debug_Ground_Structures>

		<Allies>Rebel</Allies>
		<Enemies>Empire, Underworld, Hutts, Pirates, Hostile, Sarlacc, Mon_Calamari, Bothan, Imperial, Target</Enemies>
	</Faction>-->

<!--	<Faction Name="Target">
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_TARGET</Text_ID>
		<Icon_Name/>
		<Alternate_Icon_Name/>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>255, 255, 255, 255</Color>
		<No_Colorization_Color>231, 221, 67, 255</No_Colorization_Color>
		<Display_Font_Color>24, 133, 251, 255</Display_Font_Color>
		<Big_Fleet_Color>247, 201, 13, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy>Bothan</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>0</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Debug_Ground_Structures>P_Ground_Command_Center</Debug_Ground_Structures>

		<Allies/>
		<Enemies>Rebel, Empire, Underworld, Hutts, Pirates, Hostile, Sarlacc, Mon_Calamari, Bothan, Imperial, Ewok</Enemies>
	</Faction>-->

	<Faction Name="Imperial"> <!-- used in Story_Rebel_ActI_M03_LAND -->
		<Is_Debug_Switchable_To>No</Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games>No</Create_Player_In_Multiplayer_Games>

		<Text_ID>TEXT_FACTION_IMPERIAL</Text_ID>
		<Icon_Name/>
		<Alternate_Icon_Name/>
		<Ground_Base_Icon_Name>groundbase_icon.tga</Ground_Base_Icon_Name>
		<Star_Base_Icon_Name>spacestation_icon.tga</Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name>trooper_icon.tga</Ground_Transport_Icon_Name>
		<Fleet_Icon_Name>i_icon_fleet.tga</Fleet_Icon_Name>
		<Ship_Icon_Name>g_fleet.tga</Ship_Icon_Name>
		<Squadron_Icon_Name>g_squad.tga</Squadron_Icon_Name>
		<Color>54, 134, 242, 255</Color>
		<No_Colorization_Color>231, 221, 67, 255</No_Colorization_Color>
		<Display_Font_Color>24, 133, 251, 255</Display_Font_Color>
		<Big_Fleet_Color>247, 201, 13, 150</Big_Fleet_Color>
		<Credits_Accumulation_Factor>1.0</Credits_Accumulation_Factor>
		<Planet_Icon_Scale>10.0</Planet_Icon_Scale>
		<Planet_Icon_Offset>10.0, 10.0, -1.1</Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy>Rebel</Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral>No</Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event/>
		<Space_Tactical_Unit_Cap>0</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Scatters_From_Crushers>true</Scatters_From_Crushers>
		<Debug_Ground_Structures>P_Ground_Command_Center</Debug_Ground_Structures>

		<Allies>Empire</Allies>
		<Enemies>Rebel, Underworld, Hutts, Pirates, Hostile, Sarlacc, Bothan</Enemies>
	</Faction>
</Factions>















