DOG:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Dog
		BuildPaletteOrder: 50
		Prerequisites: ~kenn, ~techlevel.infonly
		Description: Anti-infantry unit.\nCan detect cloaked units and spies.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 200
	Tooltip:
		Name: Attack Dog
		GenericName: Dog
	Selectable:
		Bounds: 12,17,-1,-4
	SelectionDecorations:
		VisualBounds: 12,17,-1,-4
	Health:
		HP: 12
	Mobile:
		Speed: 99
		Voice: Move
	Guard:
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament:
		Weapon: DogJaw
	AttackLeap:
		Voice: Attack
	AttackMove:
		Voice: Move
	AutoTarget:
		InitialStance: AttackAnything
	Targetable:
		TargetTypes: Ground, Infantry
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	IgnoresDisguise:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
	Voiced:
		VoiceSet: DogVoice
	-TakeCover:

E1:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 10
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Selectable:
		Class: E1
	Valued:
		Cost: 100
	Tooltip:
		Name: Rifle Infantry
	Health:
		HP: 50
	Armament@PRIMARY:
		Weapon: M1Carbine
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Vulcan
		MuzzleSequence: garrison-muzzle
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

E1R1:
	Inherits: E1
	RenderSprites:
		Image: E1
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 1
	-Buildable:

E2:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~barr, ~techlevel.infonly
		Description: Infantry armed with grenades.\n  Strong vs Buildings, Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 160
	Tooltip:
		Name: Grenadier
	Health:
		HP: 50
	Mobile:
		Speed: 71
	Armament@PRIMARY:
		Weapon: Grenade
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Grenade
		FireDelay: 15
	TakeCover:
		ProneOffset: 256,64,-331
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: UnitExplodeSmall
		Chance: 50
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

E3:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 30
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: Anti-tank/Anti-aircraft infantry.\n  Strong vs Vehicles, Aircraft\n  Weak vs Infantry
	Selectable:
		Class: E3
	Valued:
		Cost: 300
	Tooltip:
		Name: Rocket Soldier
	Health:
		HP: 45
	Armament@PRIMARY:
		Weapon: RedEye
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: Dragon
		LocalOffset: 0,0,555
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Dragon
	TakeCover:
		ProneOffset: 384,0,-395
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: 5

E3R1:
	Inherits: E3
	RenderSprites:
		Image: E3
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 1
	-Buildable:

E4:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 70
		Prerequisites: ~barr, ftur, ~techlevel.low
		Description: Advanced anti-structure unit.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 300
	Tooltip:
		Name: Flamethrower
	Health:
		HP: 40
	Armament@PRIMARY:
		Weapon: Flamer
		LocalOffset: 700,0,500
		FireDelay: 8
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Flamer
	TakeCover:
		ProneOffset: 160,0,-288
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

E6:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 60
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: Infiltrates and captures\nenemy structures.\n  Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Engineer
	Passenger:
		PipType: Yellow
	EngineerRepair:
	RepairsBridges:
	ExternalCaptures:
		Type: building
		PlayerExperience: 25
	-AutoTarget:
	Voiced:
		VoiceSet: EngineerVoice
	Selectable:
		Priority: 5

SPY:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 90
		Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
		Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect cloaked units and spies.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft\n  Special Ability: Disguised
	Valued:
		Cost: 500
	-Tooltip:
	DisguiseToolTip:
		Name: Spy
		GenericName: Soldier
	-Guard:
	RevealsShroud:
		Range: 5c0
	Passenger:
		PipType: Yellow
		Voice: Move
	Disguise:
		Voice: Move
		DisguisedCondition: disguise
	Infiltrates:
		Types: SpyInfiltrate
		PlayerExperience: 50
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
		ScanRadius: 5
	-WithInfantryBody:
	WithDisguisingInfantryBody:
		AttackSequence: shoot
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
	WithDecoration@disguise:
		Image: pips
		Sequence: pip-disguise
		Palette: effect
		ReferencePoint: Top, Right
		ZOffset: 256
		RequiresCondition: disguise
	IgnoresDisguise:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
	Armament:
		Weapon: SilencedPPK
	AttackFrontal:
	AttackMove:
		Voice: Move
	Voiced:
		VoiceSet: SpyVoice

SPY.England:
	Inherits: SPY
	Buildable:
		Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
	Valued:
		Cost: 250
	GivesExperience:
		Experience: 500
	DisguiseToolTip:
		Name: British Spy
	RenderSprites:
		Image: spy

E7:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~tent, atek, ~techlevel.high
		BuildLimit: 1
		Description: Elite commando infantry. Armed with\ndual pistols and C4.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Destroy Building with C4\nMaximum 1 can be trained.
	Valued:
		Cost: 1200
	Tooltip:
		Name: Tanya
	Health:
		HP: 100
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Passenger:
		PipType: Red
		Voice: Move
	Armament@PRIMARY:
		Weapon: Colt45
	Armament@SECONDARY:
		Weapon: Colt45
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Colt45
		MuzzleSequence: garrison-muzzle
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	AnnounceOnBuild:
	AnnounceOnKill:
	Voiced:
		VoiceSet: TanyaVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

MEDI:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~tent, ~techlevel.infonly
		Description: Heals nearby infantry.\n  Unarmed
	Valued:
		Cost: 200
	Tooltip:
		Name: Medic
	Health:
		HP: 80
	RevealsShroud:
		Range: 3c0
	Passenger:
		PipType: Yellow
	Armament:
		Weapon: Heal
		Cursor: heal
		OutsideRangeCursor: heal
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
	WithInfantryBody:
		StandSequences: stand
		DefaultAttackSequence: heal
	Voiced:
		VoiceSet: MedicVoice

MECH:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 100
		Prerequisites: ~tent, fix, ~techlevel.medium
		Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n  Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Mechanic
	Health:
		HP: 80
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 3c0
	Passenger:
		PipType: Yellow
		Voice: Move
	Armament:
		Weapon: Repair
		Cursor: repair
		OutsideRangeCursor: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
		Voice: Move
	Captures:
		CaptureTypes: husk
		PlayerExperience: 25
	WithInfantryBody:
		DefaultAttackSequence: repair
		StandSequences: stand
	Voiced:
		VoiceSet: MechanicVoice

EINSTEIN:
	Inherits: ^CivInfantry
	-Wanders:
	Tooltip:
		Name: Prof. Einstein
	Mobile:
		Speed: 71
	Voiced:
		VoiceSet: EinsteinVoice

DELPHI:
	Inherits: ^CivInfantry
	-Wanders:
	Tooltip:
		Name: Agent Delphi
	Mobile:
		Speed: 71

CHAN:
	Inherits: ^CivInfantry
	Valued:
		Cost: 500
	Selectable:
		Class: CHAN
	Tooltip:
		Name: Scientist

GNRL:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	-Wanders:
	Tooltip:
		Name: General
	Selectable:
		Class: GNRL
	Mobile:
		Voice: Move
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	Voiced:
		VoiceSet: StavrosVoice
	-ScaredyCat:
	WithInfantryBody:
		IdleSequences: idle1

THF:
	Inherits: ^Soldier
	Valued:
		Cost: 400
	Tooltip:
		Name: Thief
	RevealsShroud:
		Range: 5c0
	Passenger:
		PipType: Yellow
	Infiltrates:
		InfiltrateTypes: Cash
		PlayerExperience: 50
	-AutoTarget:
	Voiced:
		VoiceSet: ThiefVoice
	WithInfantryBody:
		-IdleSequences:
		StandSequences: stand
	Buildable:
		Description: Steals enemy credits.\n  Unarmed

HIJACKER:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 110
		Prerequisites: ~barr, fix, ~techlevel.medium
		Description: Hijacks enemy vehicles.\n  Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Hijacker
	Health:
		HP: 50
	RevealsShroud:
		Range: 5c0
	Passenger:
		PipType: Yellow
	Captures:
		CaptureTypes: vehicle
		PlayerExperience: 50
	-AutoTarget:
	Voiced:
		VoiceSet: ThiefVoice
	-TakeCover:
	WithInfantryBody:
		-IdleSequences:
		StandSequences: stand
	Crushable:
		WarnProbability: 95
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		CloakTypes: Cloak, Hijacker
		IsPlayerPalette: true
	Mobile:
		Speed: 85

SHOK:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 130
		Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
		Description: Elite infantry with portable tesla coils.\n  Strong vs Infantry, Vehicles\n  Weak vs Aircraft
	Valued:
		Cost: 400
	Tooltip:
		Name: Shock Trooper
	Health:
		HP: 60
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: PortaTesla
		LocalOffset: 427,0,341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: PortaTesla
	TakeCover:
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Voiced:
		VoiceSet: ShokVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

SNIPER:
	Inherits: ^Soldier
	Valued:
		Cost: 700
	Tooltip:
		Name: Sniper
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: ~disabled
		Description: Elite sniper infantry unit.\nCan detect cloaked units.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Health:
		HP: 80
	Passenger:
		PipType: Red
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Armament@PRIMARY:
		Weapon: Sniper
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		CloakSound:
		UncloakSound:
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		IsPlayerPalette: true
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
		Range: 6c0
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

Zombie:
	Inherits: ^Soldier
	Valued:
		Cost: 100
	Tooltip:
		Name: Zombie
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~barracks, ~bio
		Description: Slow undead. Attacks in close combat.
	Health:
		HP: 250
	Mobile:
		Speed: 42
	AutoTarget:
		ScanRadius: 5
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: bite
		IdleSequences: idle1
	Armament:
		Weapon: claw
	Voiced:
		VoiceSet: AntVoice
	-TakeCover:

Ant:
	Inherits: ^Infantry
	Valued:
		Cost: 300
	Tooltip:
		Name: Giant Ant
		GenericName: Ant
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 1954
		Prerequisites: ~barracks, ~bio
		Description: Irradiated insect that grew oversize.
	Selectable:
		Bounds: 24,24,0,-5
	SelectionDecorations:
		VisualBounds: 30,30,0,-2
	Health:
		HP: 750
		Shape: Circle
			Radius: 469
	Mobile:
		Speed: 99
		TurnSpeed: 12
		SharesCell: no
	-Crushable:
	AutoTarget:
		ScanRadius: 5
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: bite
	Armament:
		Weapon: mandible
	Targetable:
		TargetTypes: Ground, Infantry, Ant
	WithDeathAnimation:
		UseDeathTypeSuffix: false
	Voiced:
		VoiceSet: AntVoice
