;//////////////////////////////////////////////////////////////////////////////
; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

GameData
  ShellMapName = Maps\ShellMap1\ShellMap1.map
  MapName = Assault.map
  MoveHintName = SCMoveHint
  ShowProps = Yes
  UseFPSLimit = Yes
  UseHighQualityVideo = Yes
  FramesPerSecondLimit = 30
  DisablePixelShader = No
  ;Windowed = No
  ;XResolution = 800
  ;YResolution = 600
  MaxShellScreens = 8
  UseCloudMap = Yes
  UseLightMap = Yes
  BilinearTerrainTex = Yes
  TrilinearTerrainTex = Yes
  AnisotropicTerrainTex = No
  MultiPassTerrain = Yes
  AdjustCliffTextures = Yes
  StretchTerrain = No
  UseHalfHeightMap = No
  ShowObjectHealth = Yes
  HideGarrisonFlags = No
  Use3WayTerrainBlends = 1
  DrawEntireTerrain = No
  TerrainLOD = DISABLE  ; should be handled by options screen.
  TerrainLODTargetTimeMS = 45
  TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
  RightMouseAlwaysScrolls = Yes
  UseWaterPlane = Yes
  UseCloudPlane = Yes
  UseShadowVolumes = Yes
  UseShadowDecals = Yes
  ShowSelectedUnitMarker = Yes
  UseSimpleHordeDecals = No
  UseSimpleMergeDecals = Yes
  OpacityOfSimpleMergeDecals = 35%
  UseBehindBuildingMarker = Yes
  DefaultOcclusionDelay = 3000  ; in ms
  OccludedColorLuminanceScale = 0.5
  WaterPositionX = 0.0
  WaterPositionY = 0.0
  WaterPositionZ = 7.0
  WaterExtentX = 2000.0
  WaterExtentY = 2000.0
  WaterType = 0
  
  
  ; Default Healing & Repair Buff Fx lists
  DefaultUnitHealingBuffFxList     = FX_DefaultUnitHealBuff
  DefaultStructureRepairBuffFxList = DefaultStructureRepairBuffFx
   
  ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
  DefaultStructureRubbleHeight = 8.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps1       = Maps\nVidiaDemo\nVidiaDemo.map
  VertexWaterHeightClampLow1      = 0.0
  VertexWaterHeightClampHi1       = 16.3
  VertexWaterAngle1               = 45     ;in degrees
  VertexWaterXPosition1           = 2700.0
  VertexWaterYPosition1           = -750.0
  VertexWaterZPosition1           = 2.9
  VertexWaterXGridCells1          = 65
  VertexWaterYGridCells1          = 360
  VertexWaterGridSize1            = 10.0
  VertexWaterAttenuationA1        = 1.0
  VertexWaterAttenuationB1        = 0.0
  VertexWaterAttenuationC1        = 0.0
  VertexWaterAttenuationRange1    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps2       = Maps\CHI03\CHI03.map
  VertexWaterHeightClampLow2      = 0.0
  VertexWaterHeightClampHi2       = 31.2
  VertexWaterAngle2               = -12    ;in degrees
  VertexWaterXPosition2           = 282.0
  VertexWaterYPosition2           = -20.0
  VertexWaterZPosition2           = 3.0
  VertexWaterXGridCells2          = 100
  VertexWaterYGridCells2          = 200
  VertexWaterGridSize2            = 11.0
  VertexWaterAttenuationA2        = 1.0
  VertexWaterAttenuationB2        = 0.0
  VertexWaterAttenuationC2        = 0.0
  VertexWaterAttenuationRange2    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps3       = Maps\GLA01\GLA01.map
  VertexWaterHeightClampLow3      = 0.0
  VertexWaterHeightClampHi3       = 45.0
  VertexWaterAngle3               = -12     ;in degrees
  VertexWaterXPosition3           = 1424.0
  VertexWaterYPosition3           = -270.0
  VertexWaterZPosition3           = 2.0
  VertexWaterXGridCells3          = 75
  VertexWaterYGridCells3          = 360
  VertexWaterGridSize3            = 10.0 ;11.0
  VertexWaterAttenuationA3        = 1.0
  VertexWaterAttenuationB3        = 0.0
  VertexWaterAttenuationC3        = 0.0
  VertexWaterAttenuationRange3    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps4       = Maps\USA06\USA06.map
  VertexWaterHeightClampLow4      = 0.0
  VertexWaterHeightClampHi4       = 16.3
  VertexWaterAngle4               = 45     ;in degrees
  VertexWaterXPosition4           = 2700.0
  VertexWaterYPosition4           = -750.0
  VertexWaterZPosition4           = 2.9
  VertexWaterXGridCells4          = 65
  VertexWaterYGridCells4          = 360
  VertexWaterGridSize4            = 10.0
  VertexWaterAttenuationA4        = 1.0
  VertexWaterAttenuationB4        = 0.0
  VertexWaterAttenuationC4        = 0.0
  VertexWaterAttenuationRange4    = 20.0
  
  DownwindAngle = -0.785    ; Northeast! AKA "Away and to the right" 
  DrawSkyBox = Yes

	;------------------------------------------------------------------------------------------------------------
	;These are the primary camera settings
	;****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****
	;------------------------------------------------------------------------------------------------------------
	DefaultCameraMinHeight			= 120.0	;The minimum height of the camera relative to the terrain.
	DefaultCameraMaxHeight			= 300.0	;The maximum height of the camera relative to the terrain.
	DefaultCameraPitchAngle			= 37.5	;The pitch angle of the camera off top down view.
	DefaultCameraYawAngle			= 0.0	;The direction the camera faces by default.
	DefaultCameraScrollSpeedScalar	= 1.0	;How much faster or slower all scrolling is.
	;------------------------------------------------------------------------------------------------------------
	;****DO NOT CHANGE ABOVE VALUES *********
	;****PS: These values haven't been changed since original Generals anyways, this is an educational message.
	;------------------------------------------------------------------------------------------------------------
	;------------------------------------------------------------------------------------------------------------
		
	CameraLockHeightDelta = 150.0
	CameraTerrainSampleRadiusForHeight = 1.0 ;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
  
  ;;OK TO UNCOMMENT ;;  CameraEaseFactor = 0.2 ;for softening the tethered camera (while locked to an object or a drawable) 
  
  ;These figures are compatible with the new 25-degree projection angle
  ;MaxCameraHeight = 750.0  ;230.0
  ;MinCameraHeight = 430.0
  
  UseCameraInReplay = No	;Not working, don't use it yet.
  CameraAdjustSpeed = 0.3      ; between 0 and 1 - this is how fast the camera snaps to the desired height
  ScrollAmountCutoff = 50.0      ; arbitrary units - above this value, we don't update height while scrolling
  EnforceMaxCameraHeight = No      ; Obey max camera height while scrolling?
  TerrainHeightAtEdgeOfMap = 100.0
  UnitDamagedThreshold = 0.65
  UnitReallyDamagedThreshold = 0.4
  GroundStiffness = 0.8
  StructureStiffness = 0.3
  ; acceleration due to gravity, in dist/sec^2
  ; note that our distance units are roughly one foot, so 
  ; this corresponds to earth-normal gravity (32 ft/sec^2)
  ;Gravity = -32.0
  ; this "feels" better...
  Gravity = -64.0

  PartitionCellSize = 40.0

  ParticleScale = 1.0 ;
  
  AutoFireParticleSmallPrefix   = FireS
  AutoFireParticleSmallSystem   = FireBuildingSmall
  AutoFireParticleSmallMax      = 1
  AutoFireParticleMediumPrefix  = FireM
  AutoFireParticleMediumSystem  = FireBuildingMedium
  AutoFireParticleMediumMax     = 1
  AutoFireParticleLargePrefix   = FireL
  AutoFireParticleLargeSystem   = FireBuildingLarge
  AutoFireParticleLargeMax      = 1
  AutoSmokeParticleSmallPrefix  = SmokeS
  AutoSmokeParticleSmallSystem  = SmokeBuildingSmall
  AutoSmokeParticleSmallMax     = 1
  AutoSmokeParticleMediumPrefix = SmokeM
  AutoSmokeParticleMediumSystem = SmokeBuildingMedium
  AutoSmokeParticleMediumMax    = 1
  AutoSmokeParticleLargePrefix  = SmokeL
  AutoSmokeParticleLargeSystem  = SmokeBuildingLarge
  AutoSmokeParticleLargeMax     = 1
  AutoAflameParticlePrefix      = Aflame
  AutoAflameParticleSystem      = FireBuildingSmall
  AutoAflameParticleMax         = 1

  AmmoPipScaleFactor = 1.5
  ContainerPipScaleFactor = 1.5
  AmmoPipScreenOffset = X:-1.0 Y:0.0        ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
  ContainerPipScreenOffset = X:1.0 Y:0.0    ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
  AmmoPipWorldOffset = X:0.0 Y:0.0 Z:8.0       ; added to position prior to world->screen xform
  ContainerPipWorldOffset = X:0.0 Y:0.0 Z:8.0  ; added to position prior to world->screen xform

  LevelGainAnimationName = LevelGainedAnimation
  LevelGainAnimationTime = 4.0
  LevelGainAnimationZRise = 15.0

  ;;;;;;;;;;;;;;;GetHealedAnimationName = GetHealedAnimation		<- Removed until effect is corrected. 
   GetHealedAnimationTime = 4.0
  GetHealedAnimationZRise = 15.0

  GenericDamageFieldName = GenericDamageField ; The ThingTemplate that DamageFieldNuggets will use
  GenericDamageWarningName = GenericDamageWarning ; The Thingtemplate that Damage and Projectile nuggets will use to herald the coming attack

  MaxTerrainTracks = 100  ; how many vehicles can generate tread marks on the terrain.
  TimeOfDay = AFTERNOON
  Weather = NORMAL
  MakeTrackMarks = Yes
  ForceModelsToFollowTimeOfDay = Yes
  ForceModelsToFollowWeather = Yes

  TerrainLightingMorningAmbient = R:128 G:100 B:77
  TerrainLightingMorningDiffuse = R:230 G:180 B:153
  TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
  TerrainLightingEveningAmbient = R:64 G:59 B:51
  TerrainLightingEveningDiffuse = R:153 G:128 B:102
  TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
  TerrainLightingNightAmbient = R:26 G:26 B:39
  TerrainLightingNightDiffuse = R:51 G:51 B:77
  TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

  TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
  TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
  TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
  TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
  TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
  TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
  TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
  TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
  TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

  TerrainLightingAfternoonAmbient = R:56 G:52 B:44
  TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
  TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
  TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
  TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
  TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45

  TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
  TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
  TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
  TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
  TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
  TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00

  TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
  TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
  TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
  TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
  TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
  TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34

  AudioOn = Yes
  MusicOn = Yes
  SoundsOn = Yes
  SpeechOn = Yes
  VideoOn = Yes

  DebugAI = No
  DebugAIObstacles = No

  MaxRoadSegments = 4000
  MaxRoadVertex = 3000
  MaxRoadIndex = 5000
  MaxRoadTypes = 65

  ;;; CAMPAIGN BONUS CAPS
  GoodCommandPointLimit		= 300
  EvilCommandPointLimit		= 600
  PowerLimit			= 60
  ResourceMultiplierLimit	= 5.0
  
  ;;; INITIAL MAX RING LEVEL PLAYER CAN ACHIEVE
  InitialMaxRingLevel = 60 ;2
  
  ;;; Resource Bonus Percentage
  ResourceBonusMultiplier = 10.0						; 10% bonus per region conquered
  	
  ;;; COMMAND POINTS FOR SOLO PLAY HUMAN (INCLUDING LIVING WORLD) ;;;
  GoodCommandPoints = 100
  EvilCommandPoints = 300 

  GoodCommandPointsBonus = 20 		; bonuses for every territory captures in living world
  EvilCommandPointsBonus = 50 

  ;;; COMMAND POINTS FOR SOLO PLAY AI ;;;
  GoodCommandPointsAI = 200 
  EvilCommandPointsAI = 600 

  ;;; COMMAND POINTS FOR MULTIPLAY ;;;
  GoodCommandPointsMP2 = 200 		; 2 players
  EvilCommandPointsMP2 = 400 

  GoodCommandPointsMP3 = 150 			; 3 players
  EvilCommandPointsMP3 = 300 

  GoodCommandPointsMP4 = 150 			; 4 players
  EvilCommandPointsMP4 = 300 

  GoodCommandPointsMP56 = 100 		; 5-6 players
  EvilCommandPointsMP56 = 200 

  GoodCommandPointsMP78 = 80 		; 7-8 players
  EvilCommandPointsMP78 = 160 

  ;;; START MULTIPLAYER TUNING FACTORS ;;;
  ;;;								1player		2player		3player		4player		5player		6player		7player		8player

  ;; More is more. 1.0 is default. 1.5 is 50% more.
  MultiPlayMoneyMult =						MP1:1.0		MP2:1.0		MP3:1.0		MP4:1.0		MP5:1.2		MP6:1.5		MP7:1.5		MP8:1.5
  MultiPlayUnitXPMult =						MP1:2.0		MP2:2.0		MP3:2.0		MP4:2.0		MP5:2.0		MP6:2.0		MP7:2.0		MP8:2.0
  MultiPlayBuildingXPMult =					MP1:1.0		MP2:1.0		MP3:1.0		MP4:1.0		MP5:2.0		MP6:2.0		MP7:2.0		MP8:2.0
  
  ;; Less is faster. 1.0 is default speed. 0.5 is half the build time
  MultiPlayUnitSpeedMult =		MP1:1.0		MP2:1.0		MP3:1.0		MP4:1.0		MP5:1.0		MP6:1.0		MP7:1.0		MP8:1.0
  MultiPlayBuildingSpeedMult =		MP1:1.0		MP2:1.0		MP3:1.0		MP4:1.0		MP5:1.0		MP6:1.0		MP7:1.0		MP8:1.0
  
  ;;; END MULTIPLAYER TUNING FACTORS ;;;

  ValuePerSupplyBox = 5
  SupplyBoxesPerTree = 90
  ShowObjectHealth = Yes

  BuildSpeed = 1.0
  MinDistFromEdgeOfMapForBuild = 30.0  ; buildings may not be constructed this close to a map edge
  SupplyBuildBorder = 20.0  ; min dist you can put a supply center from a supply source

  ;Terrain height at structure footprint must be within this much to 
  ;be considerd "flat" and therefore buildable
  AllowedHeightVariationForBuilding = 10.0

  MinLowEnergyProductionSpeed = 0.5
  MaxLowEnergyProductionSpeed = 0.8
  LowEnergyPenaltyModifier = 1.0
  MultipleFactory = 1.0
  RefundPercent = 50.0%
  StealthFriendlyOpacity = 50.0%

  CommandCenterHealRange = 400.0 ; command center heals your/ally stuff this close to the command center
  CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
  MaxLineBuildObjects = 50       ; line build style objects can be in a line no longer than this count of objects
  MaxTunnelCapacity = 10         ; How many can be in a player's tunnel network.  Limit 10 for UI currently

  ;PRUNED StandardMinefieldDensity    = 0.004    ; in mines per square foot
  ;PRUNED StandardMinefieldDistance   = 40      ; in feet. should generally be larger than typical tank shot range.


  HorizontalScrollSpeedFactor = 0.4     ; Factor applied to the maximum RMB scroll speed.  Larger allows faster scrolling.
  VerticalScrollSpeedFactor = 0.5       ; Split to account for aspect ratio induced speed limits.  Room to mouse drag.
  
  ScreenEdgeScrollSpeedFactor = 1.0		; Factor applied to screen edge scrolling
  ScreenEdgeScrollRampTime = 0.25		; Ramp up time for screen edge scrolling in seconds

  KeyboardScrollSpeedFactor = 2.0;    ; Factor applied to the maximum keyboard scroll speed.  Larger allows faster scrolling.
  MovementPenaltyDamageState = REALLYDAMAGED  ; Point at which we slow movement

  MaxParticleCount = 2500        ; the maximum number of particles that can exist at one time (to 5000 for demo)
  MaxFieldParticleCount = 30     ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
                                 ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
                                 ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.

; note that the weapon bonus types are:
;"GARRISONED",
;"HORDE",
;"CONTINUOUS_FIRE_MEAN",
;"CONTINUOUS_FIRE_FAST",
;"NATIONALISM",
;"PLAYER_UPGRADE",
;"DRONE_SPOTTING",
;"ENTHUSIASTIC",
;"VETERAN",
;"ELITE",
;"HERO",
;"BATTLEPLAN_BOMBARDMENT",
;"BATTLEPLAN_HOLDTHELINE",
;"BATTLEPLAN_SEARCHANDDESTROY",
;"SUBLIMINAL",
;"SOLO_HUMAN_EASY",
;"SOLO_HUMAN_NORMAL",
;"SOLO_HUMAN_HARD",
;"SOLO_AI_EASY",
;"SOLO_AI_NORMAL",
;"SOLO_AI_HARD",
;
; and the weapon bonus 'fields' are:
;"DAMAGE",
;"RADIUS",
;"RANGE",
;"RATE_OF_FIRE",
;"PRE_ATTACK",

  ;HORDE and NATIONALISM are cumulative bonuses for the China Redguard,
  ;and only apply when they are in a horde. NATIONALISM does not replace HORDE!

  ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
  ;and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC!

  WeaponBonus =       HORDE  RATE_OF_FIRE  150%  ;Horded troops fire their weapons 50% faster
  WeaponBonus = NATIONALISM  RATE_OF_FIRE  125%  ;Horded troops with nationalism fire their weapon an additional 25% faster
  WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE  125%  ;In range of a speaker tower, gaining enthusiasm
  WeaponBonus = SUBLIMINAL   RATE_OF_FIRE  125%  ;In range of an upgraded speaker tower, gaining even more enthusiasm

  WeaponBonus =  GARRISONED         RANGE  100%  ; when garrisoned, all weapons get n times normal range
  WeaponBonus =  GARRISONED        DAMAGE  125%  ; when garrisoned, all weapons get n times normal range
   
    
  ;WeaponBonus = VETERAN  RATE_OF_FIRE  100%  
  ;WeaponBonus = VETERAN  DAMAGE        100%
  ;WeaponBonus = ELITE    RATE_OF_FIRE  100%
  ;WeaponBonus = ELITE    DAMAGE        100%
  ;WeaponBonus = HERO     RATE_OF_FIRE  100%  
  ;WeaponBonus = HERO     DAMAGE        100%  

  ;Strategy centers provides bonuses based on the active battleplan!
  WeaponBonus = BATTLEPLAN_BOMBARDMENT       DAMAGE        120%

  WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY  RANGE         120%
  WeaponBonus = BATTLEPLAN_HOLDTHELINE       RATE_OF_FIRE  100% ;Note this does nothing -- just for balancing reference.

; These are replaced with the new Upgrade AttributeModifier difficulty system.  This difficulty way was busted.
;  WeaponBonus = SOLO_AI_EASY   DAMAGE        25%
 ; WeaponBonus = SOLO_AI_NORMAL DAMAGE        100%
  ;WeaponBonus = SOLO_AI_HARD   DAMAGE        200%

  ; you cannot set this; it always has a value of 100%.
  ; HealthBonus_Regular = 100%
  ;HealthBonus_Veteran = 100%
  ;HealthBonus_Elite   = 100%
  ;HealthBonus_Heroic  = 100%

  HumanSoloPlayerHealthBonus_Easy    = 100%
  HumanSoloPlayerHealthBonus_Normal  = 100%     ; ie, unadjusted
  HumanSoloPlayerHealthBonus_Hard    = 100%
  
  AttributeModifierArmorMaxBonus = 75%		; ARMOR type bonuses in AttributeModifier.ini are summed, so this is the cap for them to prevent invincibility

  ; Audio parameters
;  VolumeDistribution = Linear          ; for linear falloff
;  VolumeDistribution = MuLaw            ; for S-Curve falloff
;  VolumeMuValue = 6.0                  ; defines the steepness of the S, must be >=0, higher is steeper.

  GroupSelectMinSelectSize = 5
  GroupSelectVolumeBase = 0.5
  GroupSelectVolumeIncrement = 0.02
  MaxUnitSelectSounds = 8
  
  DamageRadiusMinimumForSplash = 4.0	; Need to be more than this in order to hurt more than a single target.  Fixes "projectiles explode at radius 2" vs "our guys overlap a lot"

  SelectionFlashSaturationFactor = 0.5  ; zero leaves color unaffected, 4.0 is purely saturated
  SelectionFlashHouseColor       = No  ; if 'No', selection flashes white

  CameraAudibleRadius = 201             ; defines the radius that we can hear when the camera is looking up.
  GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
                                        ; that contains them all, and click within that, all the selected units will break 
                                        ; formation and gather at the point the user clicked (if the value is 1.0). If it's 
                                        ; 0.0, units will always keep their formation. If it's <1.0, then the user must 
                                        ; click a smaller area within the rectangle to order the gather.

  ShakeSubtleIntensity      = 0.5
  ShakeNormalIntensity      = 1.0
  ShakeStrongIntensity      = 2.5
  ShakeSevereIntensity      = 5.0
  ShakeCineExtremeIntensity = 7.5       ;Cinematic reserved -- don't use for game stuff because it can change.
  ShakeCineInsaneIntensity  = 10.0      ;Cinematic reserved -- don't use for game stuff because it can change.

  MaxShakeIntensity    = 10.0
  MaxShakeRange        = 150.0

  SellPercentage       = 50% ; You get this percentage back of the cost to build
  
  BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
  BaseRegenDelay                  = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration


  SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
                                 
  ; this is a list of bones that will always be exposed to Logic.
  ; please note that this is really here for quick backwards compatibility with old code,
  ; which didn't require declaring which bones you wanted to be able to use from logic...
  ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
  ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
  ; (see the airfields for an example). 
  StandardPublicBone = FirePoint
  StandardPublicBone = Target_Left
  StandardPublicBone = Target_Right
  StandardPublicBone = ExitStart
  StandardPublicBone = ExitEnd
  StandardPublicBone = Muzzle
  StandardPublicBone = PARA_COG
  StandardPublicBone = PARA_ATTCH
  StandardPublicBone = PARA_MAN
  StandardPublicBone = ExitStart
  StandardPublicBone = DockStart
  StandardPublicBone = DockAction
  StandardPublicBone = DockEnd
  StandardPublicBone = DockWaiting
  StandardPublicBone = WeaponA
  StandardPublicBone = Smoke
  StandardPublicBone = Fire
  StandardPublicBone = WaterSpray
  StandardPublicBone = Spray
  StandardPublicBone = WaterSprayBig
  StandardPublicBone = Steam
  StandardPublicBone = Propeller
  StandardPublicBone = SpawnPoint
  StandardPublicBone = FireS
  StandardPublicBone = FireM
  StandardPublicBone = FireL
  StandardPublicBone = SmokeS
  StandardPublicBone = SmokeM
  StandardPublicBone = SmokeL
  StandardPublicBone = Aflame
  StandardPublicBone = SIEGETOWER

  DefaultStartingCash = 1000 ;The amount of cash the player starts with by default.

  UnlookPersistDuration     = 5000 ; How long after you stop looking until the fog grows back

  ShroudColor = R:255 G:255 B:255
  ClearAlpha = 255
  FogAlpha = 127
  ShroudAlpha = 0 ; 0 is opaque, 255 is clear.  Unsigned Byte
  TaintOn = Yes
  TaintColor = R:120 G:90 B:80
  TaintAlpha = 0 ; 
  ElvenWoodColor = R:70 G:120 B:50

  ; Network timing settings.  Don't mess with these unless you know what you're doing!
  ; If you are tempted to mess with these, please let me know. 
  ; This does not imply that I know what I'm doing.
  NetworkFPSHistoryLength = 30      ; The number of fps history entries.
  NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
  NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
  NetworkCushionHistoryLength = 10  ; The number of cushion values to keep.
  NetworkRunAheadSlack = 10         ; The amount of slack in the run ahead value.  This is the percentage of the calculated run ahead that is added.
  NetworkKeepAliveDelay = 20        ; The number of seconds between when the connections to each player send a keep-alive packet.
  NetworkDisconnectTime = 15000      ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
  NetworkPlayerTimeoutTime = 60000  ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
  NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.

  KeyboardCameraRotateSpeed = 0.1   ; How fast the camera rotates when rotated via keyboard controls.

  UserDataLeafName = "My Battle for Middle-earth Files"

  DefaultVoiceAttackChargeTimeout = 10000  ; Default for milliseconds after using VoiceAttackCharge before VoiceAttackCharge will used again

  DefaultMaxDistanceForEngaged = 33 ; Default for Object's MaxDistanceForEngaged
  DefaultEngagedStateTimeout = 1000 ; Default for Object's EngagedStateTimeout

  AnimationSharingCap              = 100    ; share at most 100 animations. This is a target only. It can go above it if it has no choice.
  AnimationSharingFrameTolerance   = 5      ; 5 frames of animation difference to accept for sharing
  AnimationSharingSpeedTolerance   = 0.1f   ; the speed differential of animation to accept for sharing
  AnimationSharingWorryThreshold   = 0.25f  ; threshold before we start to take some measures to share more animations
  AnimationSharingDrasticThreshold = 0.50f  ; threshold before we start to take drastic measures to share more animations


  ParticleCursorAnim2DTemplateName  = GetHealedAnimation   ; animated texture
  ParticleCursorBurstCount		    = 2                    ; number of particles to emit every update
  ParticleCursorBurstFactor		    = 1 1                  ; multiply burst count by this factor
  ParticleCursorStopBurstFactor		= 0.5				   ; when mouse stopped, don't emit as much (0..1)
  ParticleCursorBurstFrequency		= 3                    ; when mouse moves, emit every third pixel
  ParticleCursorParticleLife        = 0 0.3                ; life of particle is this * 30 frames
  ParticleCursorSystemLife          = 0 0                  ; not used
  ParticleCursorDriftVelX           = 0 6                  ; particle drift velocity in x
  ParticleCursorDriftVelY           = 0 6                  ; drift velocity in y
  ParticleCursorVelocityDrag        = 0.95 0.95            ; velocity drag
  ParticleCursorParticleSize        = 8 18                 ; particle draw size
  ParticleCursorPerFrameSize        = Yes                  ; choose new particle size every update for extra jitter
  ParticleCursorAlpha               = 150                  ; particle draw alpha
  ParticleCursorOffset              = X:10 Y:10            ; emit partciles offset by this many pixels from the cursor

  ; progress movie of rotating ring
  ProgressMovieOffset               = X:-118 Y:-128
  ProgressMovieSize                 = X:64 Y:64
  
  UseHelpTextSystem = Yes
  EnableHouseColor	= Yes
  
  TreeFadeObjectFilter = ANY +INFANTRY +CAVALRY -HARVESTER -IGNORED_IN_GUI
 ; ShrubBrightnessScale = 0.75
  
  TutorialMap = "maps\MAP GOOD Last Alliance\MAP GOOD Last Alliance.map"
  TutorialLoadMovie = Good_BattleLastAlliance_Intro
  TutorialObjective = SCRIPT:GOODLASTALLIANCETextString_27
  
  ; Score keeper data:
  ObjectsThatScore							= ANY +SCORE
  ScoreKeeper_UnitsBuiltMultiplier			= 1
  ScoreKeeper_UnitsDestroyedMultiplier			= 2
  ScoreKeeper_StructuresBuiltMultiplier			= 10
  ScoreKeeper_StructuresDestroyedMultiplier		= 10
  ScoreKeeper_HeroesVettedMultiplier			= 1000
  ScoreKeeper_UnitsVettedMultiplier			= 500
  ScoreKeeper_ObjectivesCompletedMultiplier		= 2000
  ScoreKeeper_SuppliesCollectedMultiplier		= 1
  ScoreKeeper_PowerPointsMultiplier			= 1000
  ScoreKeeper_RegionCommandPointsMultiplier		= 10
  ScoreKeeper_RegionResourcesMultiplier			= 100
  ScoreKeeper_RegionPowerPointsMultiplier		= 1000
  ScoreKeeper_TimeTakenMultiplier			= 10
  ScoreKeeper_TimeTakenMaximumScore			= 1000
  ScoreKeeper_TimeTakenMinimumScore			= 0
  ScoreKeeper_TotalVictoryRequiredScore			= 0
  ScoreKeeper_NormalVictoryRequiredScore		= 10000
  ScoreKeeper_NormalVictoryRequiredObjectivesPercentage = 50
  
  TintUnitIfPathingForMoreThan = 0		; in milliseconds, 0 to turn off
End


;------------------------BALANCE DATA----------------------------
;NOTE: Attacks are as such: PreAttackDelay -> Both: FiringDuration & DelayBetweenShots -> After DBS starts PreAttackDelay again.

; Region Bonuses
#define DEFAULT_REGION_RESOURCE_BONUS		10
#define DEFAULT_REGION_ARMY_BONUS_GOOD		20
#define DEFAULT_REGION_ARMY_BONUS_EVIL		50
#define DEFAULT_REGION_LEGENDARY_BONUS		1

;------------------------GENERIC UNITS/STRUCTURES----------
#define SENTRY_TOWER_COST				150
#define SENTRY_TOWER_BUILDTIME				30

#define SHROUD_CLEAR_STANDARD				400
#define SHROUD_CLEAR_ARTILLERY				600
#define SHROUD_CLEAR_HERO				300
#define SHROUD_CLEAR_BASE_DEFENSE			500
#define SHROUD_CLEAR_FLIER				600
#define SHROUD_CLEAR_RANGED_HERO			500
#define SHROUD_CLEAR_ENT				650

#define VISION_STANDARD_MELEE				150
#define VISION_STANDARD_HORSE				150
#define VISION_STANDARD_LARGE_ANIMAL			200
#define VISION_STANDARD_SHORT				200
#define VISION_HERO_RANGED				450
#define VISION_FLIER					400
#define VISION_BASE_DEFENSE				600
#define VISION_HOBBIT					 50
#define CREEP_VISION					150
#define	VISION_ENT					500

#define EMOTION_CHEER_RADIUS				350
#define ARCHER_FEAR_SCAN_RADIUS				30
#define INFANTRY_FEAR_SCAN_RADIUS			200
#define CAVALRY_FEAR_SCAN_RADIUS			30
#define INFANTRY_TAUNT_POINT_RADIUS			400

#define HERO_HEAL_AMOUNT				10
#define NAZGUL_HEAL_AMOUNT				30
#define MONSTER_HEAL_AMOUNT				20
#define HERO_HEAL_DELAY					30000

#define MONSTER_HEAL_DELAY				30000

#define HERO_DODGE_PERCENT				50

#define CASTLE_WALL_REBUILD_TIME			180.0
#define CASTLE_WALL_REBUILD_COST			2000.0

#define STEALTH_FRIENDLY_OPACITY_MIN			35.0%
#define STEALTH_FRIENDLY_OPACITY_MAX			85.0%

#define GENERIC_KEEP_MONEY_TIME 			6000
#define GENERIC_KEEP_MONEY_AMOUNT			5 ;10

;-----------------------Generic Experience Values-----------------
#define EXPERIENCE_REQUIRED_EVIL_WEAK_1			1
#define EXPERIENCE_REQUIRED_EVIL_WEAK_2			50
#define EXPERIENCE_REQUIRED_EVIL_WEAK_3			100
#define EXPERIENCE_REQUIRED_EVIL_WEAK_4			200
#define EXPERIENCE_REQUIRED_EVIL_WEAK_5			300
#define EXPERIENCE_REQUIRED_EVIL_WEAK_6			400
#define EXPERIENCE_REQUIRED_EVIL_WEAK_7			600
#define EXPERIENCE_REQUIRED_EVIL_WEAK_8			800
#define EXPERIENCE_REQUIRED_EVIL_WEAK_9			1000
#define EXPERIENCE_REQUIRED_EVIL_WEAK_10		1200

#define EXPERIENCE_AWARD_EVIL_WEAK_1			1
#define EXPERIENCE_AWARD_EVIL_WEAK_2			2
#define EXPERIENCE_AWARD_EVIL_WEAK_3			3
#define EXPERIENCE_AWARD_EVIL_WEAK_4			4
#define EXPERIENCE_AWARD_EVIL_WEAK_5			5
#define EXPERIENCE_AWARD_EVIL_WEAK_6			6
#define EXPERIENCE_AWARD_EVIL_WEAK_7			7
#define EXPERIENCE_AWARD_EVIL_WEAK_8			8
#define EXPERIENCE_AWARD_EVIL_WEAK_9			9
#define EXPERIENCE_AWARD_EVIL_WEAK_10			10

#define EXPERIENCE_REQUIRED_EVIL_TROOP_1		1
#define EXPERIENCE_REQUIRED_EVIL_TROOP_2		100
#define EXPERIENCE_REQUIRED_EVIL_TROOP_3		200
#define EXPERIENCE_REQUIRED_EVIL_TROOP_4		400
#define EXPERIENCE_REQUIRED_EVIL_TROOP_5		600
#define EXPERIENCE_REQUIRED_EVIL_TROOP_6		800
#define EXPERIENCE_REQUIRED_EVIL_TROOP_7		1200
#define EXPERIENCE_REQUIRED_EVIL_TROOP_8		1600
#define EXPERIENCE_REQUIRED_EVIL_TROOP_9		2000
#define EXPERIENCE_REQUIRED_EVIL_TROOP_10		2400

#define EXPERIENCE_AWARD_EVIL_TROOP_1			3
#define EXPERIENCE_AWARD_EVIL_TROOP_2			4
#define EXPERIENCE_AWARD_EVIL_TROOP_3			5
#define EXPERIENCE_AWARD_EVIL_TROOP_4			6
#define EXPERIENCE_AWARD_EVIL_TROOP_5			7
#define EXPERIENCE_AWARD_EVIL_TROOP_6			8
#define EXPERIENCE_AWARD_EVIL_TROOP_7			9
#define EXPERIENCE_AWARD_EVIL_TROOP_8			10
#define EXPERIENCE_AWARD_EVIL_TROOP_9			11
#define EXPERIENCE_AWARD_EVIL_TROOP_10			12

#define EXPERIENCE_REQUIRED_EVIL_ELITE_1		1
#define EXPERIENCE_REQUIRED_EVIL_ELITE_2		150
#define EXPERIENCE_REQUIRED_EVIL_ELITE_3		300
#define EXPERIENCE_REQUIRED_EVIL_ELITE_4		500
#define EXPERIENCE_REQUIRED_EVIL_ELITE_5		700
#define EXPERIENCE_REQUIRED_EVIL_ELITE_6		900
#define EXPERIENCE_REQUIRED_EVIL_ELITE_7		1100
#define EXPERIENCE_REQUIRED_EVIL_ELITE_8		1300
#define EXPERIENCE_REQUIRED_EVIL_ELITE_9		1500
#define EXPERIENCE_REQUIRED_EVIL_ELITE_10		1700

#define EXPERIENCE_AWARD_EVIL_ELITE_1			5
#define EXPERIENCE_AWARD_EVIL_ELITE_2			6
#define EXPERIENCE_AWARD_EVIL_ELITE_3			7
#define EXPERIENCE_AWARD_EVIL_ELITE_4			8
#define EXPERIENCE_AWARD_EVIL_ELITE_5			9
#define EXPERIENCE_AWARD_EVIL_ELITE_6			10
#define EXPERIENCE_AWARD_EVIL_ELITE_7			11
#define EXPERIENCE_AWARD_EVIL_ELITE_8			12
#define EXPERIENCE_AWARD_EVIL_ELITE_9			13
#define EXPERIENCE_AWARD_EVIL_ELITE_10			14

#define EXPERIENCE_REQUIRED_EVIL_MONSTER_1		1
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_2		200
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_3		400
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_4		600
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_5		800
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_6		1000
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_7		1500
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_8		2000
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_9		2500
#define EXPERIENCE_REQUIRED_EVIL_MONSTER_10		3000

#define EXPERIENCE_AWARD_EVIL_MONSTER_1			20
#define EXPERIENCE_AWARD_EVIL_MONSTER_2			30
#define EXPERIENCE_AWARD_EVIL_MONSTER_3			40
#define EXPERIENCE_AWARD_EVIL_MONSTER_4			50
#define EXPERIENCE_AWARD_EVIL_MONSTER_5			60
#define EXPERIENCE_AWARD_EVIL_MONSTER_6			70
#define EXPERIENCE_AWARD_EVIL_MONSTER_7			80
#define EXPERIENCE_AWARD_EVIL_MONSTER_8			90
#define EXPERIENCE_AWARD_EVIL_MONSTER_9			100
#define EXPERIENCE_AWARD_EVIL_MONSTER_10		110

#define EXPERIENCE_AWARD_EVIL_MUMAKIL_1			50
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_2			60
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_3			70
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_4			80
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_5			90
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_6			100
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_7			110
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_8			120
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_9			130
#define EXPERIENCE_AWARD_EVIL_MUMAKIL_10		140

#define EXPERIENCE_REQUIRED_GOOD_TROOP_1		1
#define EXPERIENCE_REQUIRED_GOOD_TROOP_2		50
#define EXPERIENCE_REQUIRED_GOOD_TROOP_3		100
#define EXPERIENCE_REQUIRED_GOOD_TROOP_4		200
#define EXPERIENCE_REQUIRED_GOOD_TROOP_5		300
#define EXPERIENCE_REQUIRED_GOOD_TROOP_6		400
#define EXPERIENCE_REQUIRED_GOOD_TROOP_7		600
#define EXPERIENCE_REQUIRED_GOOD_TROOP_8		800
#define EXPERIENCE_REQUIRED_GOOD_TROOP_9		1000
#define EXPERIENCE_REQUIRED_GOOD_TROOP_10		1200

#define EXPERIENCE_AWARD_GOOD_TROOP_1			3
#define EXPERIENCE_AWARD_GOOD_TROOP_2			4
#define EXPERIENCE_AWARD_GOOD_TROOP_3			5
#define EXPERIENCE_AWARD_GOOD_TROOP_4			6
#define EXPERIENCE_AWARD_GOOD_TROOP_5			7
#define EXPERIENCE_AWARD_GOOD_TROOP_6			8
#define EXPERIENCE_AWARD_GOOD_TROOP_7			9
#define EXPERIENCE_AWARD_GOOD_TROOP_8			10
#define EXPERIENCE_AWARD_GOOD_TROOP_9			11
#define EXPERIENCE_AWARD_GOOD_TROOP_10			12

#define EXPERIENCE_REQUIRED_GOOD_HORSE_1		1
#define EXPERIENCE_REQUIRED_GOOD_HORSE_2		100 ;200
#define EXPERIENCE_REQUIRED_GOOD_HORSE_3		200 ;400
#define EXPERIENCE_REQUIRED_GOOD_HORSE_4		300 ;600
#define EXPERIENCE_REQUIRED_GOOD_HORSE_5		400 ;800
#define EXPERIENCE_REQUIRED_GOOD_HORSE_6		500 ;1000
#define EXPERIENCE_REQUIRED_GOOD_HORSE_7		600 ;1200
#define EXPERIENCE_REQUIRED_GOOD_HORSE_8		700 ;1400
#define EXPERIENCE_REQUIRED_GOOD_HORSE_9		800 ;1600
#define EXPERIENCE_REQUIRED_GOOD_HORSE_10		1000 ;2000

#define EXPERIENCE_AWARD_GOOD_HORSE_1			8
#define EXPERIENCE_AWARD_GOOD_HORSE_2			9
#define EXPERIENCE_AWARD_GOOD_HORSE_3			10
#define EXPERIENCE_AWARD_GOOD_HORSE_4			11
#define EXPERIENCE_AWARD_GOOD_HORSE_5			12
#define EXPERIENCE_AWARD_GOOD_HORSE_6			13
#define EXPERIENCE_AWARD_GOOD_HORSE_7			14
#define EXPERIENCE_AWARD_GOOD_HORSE_8			15
#define EXPERIENCE_AWARD_GOOD_HORSE_9			16
#define EXPERIENCE_AWARD_GOOD_HORSE_10			20

#define EXPERIENCE_REQUIRED_GOOD_ELITE_1		1
#define EXPERIENCE_REQUIRED_GOOD_ELITE_2		150
#define EXPERIENCE_REQUIRED_GOOD_ELITE_3		300
#define EXPERIENCE_REQUIRED_GOOD_ELITE_4		500
#define EXPERIENCE_REQUIRED_GOOD_ELITE_5		700
#define EXPERIENCE_REQUIRED_GOOD_ELITE_6		900
#define EXPERIENCE_REQUIRED_GOOD_ELITE_7		1100
#define EXPERIENCE_REQUIRED_GOOD_ELITE_8		1300
#define EXPERIENCE_REQUIRED_GOOD_ELITE_9		1500
#define EXPERIENCE_REQUIRED_GOOD_ELITE_10		1700

#define EXPERIENCE_AWARD_GOOD_ELITE_1			5
#define EXPERIENCE_AWARD_GOOD_ELITE_2			6
#define EXPERIENCE_AWARD_GOOD_ELITE_3			7
#define EXPERIENCE_AWARD_GOOD_ELITE_4			8
#define EXPERIENCE_AWARD_GOOD_ELITE_5			9
#define EXPERIENCE_AWARD_GOOD_ELITE_6			10
#define EXPERIENCE_AWARD_GOOD_ELITE_7			11
#define EXPERIENCE_AWARD_GOOD_ELITE_8			12
#define EXPERIENCE_AWARD_GOOD_ELITE_9			13
#define EXPERIENCE_AWARD_GOOD_ELITE_10			14

;--------------Level Up Bonuses--------------------------
#define GOOD_TROOP_HP_ADD_LVL2				20
#define GOOD_TROOP_HP_ADD_LVL3				20
#define GOOD_TROOP_HP_ADD_LVL4				20
#define GOOD_TROOP_HP_ADD_LVL5				20
#define GOOD_TROOP_HP_ADD_LVL6				10
#define GOOD_TROOP_HP_ADD_LVL7				10
#define GOOD_TROOP_HP_ADD_LVL8				10
#define GOOD_TROOP_HP_ADD_LVL9				10
#define GOOD_TROOP_HP_ADD_LVL10				10

#define GOOD_TROOP_DAMAGE_ADD_LVL2			10
#define GOOD_TROOP_DAMAGE_ADD_LVL3			10
#define GOOD_TROOP_DAMAGE_ADD_LVL4			10
#define GOOD_TROOP_DAMAGE_ADD_LVL5			10
#define GOOD_TROOP_DAMAGE_ADD_LVL6			5
#define GOOD_TROOP_DAMAGE_ADD_LVL7			5
#define GOOD_TROOP_DAMAGE_ADD_LVL8			5
#define GOOD_TROOP_DAMAGE_ADD_LVL9			5
#define GOOD_TROOP_DAMAGE_ADD_LVL10			5

#define GOOD_ELITE_HP_ADD_LVL2				20
#define GOOD_ELITE_HP_ADD_LVL3				20
#define GOOD_ELITE_HP_ADD_LVL4				20
#define GOOD_ELITE_HP_ADD_LVL5				20
#define GOOD_ELITE_HP_ADD_LVL6				10
#define GOOD_ELITE_HP_ADD_LVL7				10
#define GOOD_ELITE_HP_ADD_LVL8				10
#define GOOD_ELITE_HP_ADD_LVL9				10
#define GOOD_ELITE_HP_ADD_LVL10				10

#define GOOD_ELITE_DAMAGE_ADD_LVL2			10
#define GOOD_ELITE_DAMAGE_ADD_LVL3			10
#define GOOD_ELITE_DAMAGE_ADD_LVL4			10
#define GOOD_ELITE_DAMAGE_ADD_LVL5			10
#define GOOD_ELITE_DAMAGE_ADD_LVL6			5
#define GOOD_ELITE_DAMAGE_ADD_LVL7			5
#define GOOD_ELITE_DAMAGE_ADD_LVL8			5
#define GOOD_ELITE_DAMAGE_ADD_LVL9			5
#define GOOD_ELITE_DAMAGE_ADD_LVL10			5

#define GOOD_HORSE_HP_ADD_LVL2				20
#define GOOD_HORSE_HP_ADD_LVL3				20
#define GOOD_HORSE_HP_ADD_LVL4				20
#define GOOD_HORSE_HP_ADD_LVL5				20
#define GOOD_HORSE_HP_ADD_LVL6				10
#define GOOD_HORSE_HP_ADD_LVL7				10
#define GOOD_HORSE_HP_ADD_LVL8				10
#define GOOD_HORSE_HP_ADD_LVL9				10
#define GOOD_HORSE_HP_ADD_LVL10				10

#define GOOD_HORSE_DAMAGE_ADD_LVL2			10
#define GOOD_HORSE_DAMAGE_ADD_LVL3			10
#define GOOD_HORSE_DAMAGE_ADD_LVL4			10
#define GOOD_HORSE_DAMAGE_ADD_LVL5			10
#define GOOD_HORSE_DAMAGE_ADD_LVL6			5
#define GOOD_HORSE_DAMAGE_ADD_LVL7			5
#define GOOD_HORSE_DAMAGE_ADD_LVL8			5
#define GOOD_HORSE_DAMAGE_ADD_LVL9			5
#define GOOD_HORSE_DAMAGE_ADD_LVL10			5

#define EVIL_TROOP_HP_ADD_LVL2				20
#define EVIL_TROOP_HP_ADD_LVL3				20
#define EVIL_TROOP_HP_ADD_LVL4				20
#define EVIL_TROOP_HP_ADD_LVL5				20
#define EVIL_TROOP_HP_ADD_LVL6				10
#define EVIL_TROOP_HP_ADD_LVL7				10
#define EVIL_TROOP_HP_ADD_LVL8				10
#define EVIL_TROOP_HP_ADD_LVL9				10
#define EVIL_TROOP_HP_ADD_LVL10				10

#define EVIL_TROOP_DAMAGE_ADD_LVL2			5
#define EVIL_TROOP_DAMAGE_ADD_LVL3			5
#define EVIL_TROOP_DAMAGE_ADD_LVL4			5
#define EVIL_TROOP_DAMAGE_ADD_LVL5			5
#define EVIL_TROOP_DAMAGE_ADD_LVL6			5
#define EVIL_TROOP_DAMAGE_ADD_LVL7			5
#define EVIL_TROOP_DAMAGE_ADD_LVL8			5
#define EVIL_TROOP_DAMAGE_ADD_LVL9			5
#define EVIL_TROOP_DAMAGE_ADD_LVL10			5

#define EVIL_ELITE_HP_ADD_LVL2				20
#define EVIL_ELITE_HP_ADD_LVL3				20
#define EVIL_ELITE_HP_ADD_LVL4				20
#define EVIL_ELITE_HP_ADD_LVL5				20
#define EVIL_ELITE_HP_ADD_LVL6				10
#define EVIL_ELITE_HP_ADD_LVL7				10
#define EVIL_ELITE_HP_ADD_LVL8				10
#define EVIL_ELITE_HP_ADD_LVL9				10
#define EVIL_ELITE_HP_ADD_LVL10				10

#define EVIL_ELITE_DAMAGE_ADD_LVL2			10
#define EVIL_ELITE_DAMAGE_ADD_LVL3			10
#define EVIL_ELITE_DAMAGE_ADD_LVL4			10
#define EVIL_ELITE_DAMAGE_ADD_LVL5			10
#define EVIL_ELITE_DAMAGE_ADD_LVL6			5
#define EVIL_ELITE_DAMAGE_ADD_LVL7			5
#define EVIL_ELITE_DAMAGE_ADD_LVL8			5
#define EVIL_ELITE_DAMAGE_ADD_LVL9			5
#define EVIL_ELITE_DAMAGE_ADD_LVL10			5

#define EVIL_MONSTER_RESIST_KNOCKBACK			50%

#define EVIL_MONSTER_HP_ADD_LVL2			50
#define EVIL_MONSTER_HP_ADD_LVL3			50
#define EVIL_MONSTER_HP_ADD_LVL4			50
#define EVIL_MONSTER_HP_ADD_LVL5			50
#define EVIL_MONSTER_HP_ADD_LVL6			20
#define EVIL_MONSTER_HP_ADD_LVL7			20
#define EVIL_MONSTER_HP_ADD_LVL8			20
#define EVIL_MONSTER_HP_ADD_LVL9			20
#define EVIL_MONSTER_HP_ADD_LVL10			20

#define EVIL_MONSTER_DAMAGE_ADD_LVL2			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL3			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL4			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL5			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL6			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL7			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL8			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL9			30
#define EVIL_MONSTER_DAMAGE_ADD_LVL10			30

			
;------------------------GONDOR----------------------------
;------------------------UNITS------------------------
;------------------------PEASANT-------------
#define GONDOR_PEASANT_BUILDCOST			80
#define GONDOR_PEASANT_BUILDTIME			20 ;15
#define GONDOR_PEASANT_HEALTH				60
#define GONDOR_PEASANT_HEALTH_DAMAGED			60
#define GONDOR_PEASANT_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_PEASANT_VISION_RANGE 			100

#define	GONDOR_PEASANT_BOUNTY_VALUE       		5

;------------------------SOLDIER-------------
#define GONDOR_SOLDIER_BUILDCOST			100
#define GONDOR_SOLDIER_BUILDTIME			30 ;20
#define GONDOR_SOLDIER_HEALTH				100
#define GONDOR_SOLDIER_HEALTH_DAMAGED			100
#define GONDOR_SOLDIER_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_SOLDIER_VISION_RANGE 			100
#define	GONDOR_SOLDIER_HORDE_VISION_RANGE 		100
#define	GONDOR_SOLDIER_SHROUD_RANGE 			400

#define	GONDOR_SOLDIER_SWORD				10
#define	GONDOR_SOLDIER_SWORD_UPGRADE			60
#define GONDOR_SOLDIER_SWORD_PREATTACKDELAY 		500
#define GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS 		1000
#define GONDOR_SOLDIER_SWORD_FIRINGDURATION 		1000
#define	GONDOR_SOLDIER_BOUNTY_VALUE        		5

;------------------------ARCHER-------------
#define GONDOR_ARCHER_BUILDCOST				300 ;200
#define GONDOR_ARCHER_BUILDTIME				30 ;20
#define GONDOR_ARCHER_HEALTH				80
#define GONDOR_ARCHER_HEALTH_DAMAGED			80
#define GONDOR_ARCHER_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_ARCHER_VISION_RANGE 			360
#define	GONDOR_ARCHER_HORDE_VISION_RANGE 		370

#define	GONDOR_ARCHER_RANGE				350
#define	GONDOR_ARCHER_DAMAGE				10  
  
#define	GONDOR_ARCHER_FIRE_UPGRADE_DAMAGE		10 
#define	GONDOR_ARCHER_FIRE_UPGRADE_FLAME		15; 20  

#define GONDOR_ARCHER_BOW_PREATTACKDELAY 		1000
#define GONDOR_ARCHER_BOW_RELOADTIME_MIN		1500
#define GONDOR_ARCHER_BOW_RELOADTIME_MAX		2000
#define	GONDOR_ARCHER_BOUNTY_VALUE         		5

;------------------------KNIGHT-------------
#define GONDOR_KNIGHT_BUILDCOST				800
#define GONDOR_KNIGHT_BUILDTIME				40 
#define GONDOR_KNIGHT_HEALTH				240
#define GONDOR_KNIGHT_HEALTH_DAMAGED			240
#define GONDOR_KNIGHT_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_KNIGHT_VISION_RANGE 			150
#define	GONDOR_KNIGHT_HORDE_VISION_RANGE 		150

#define	GONDOR_KNIGHT_DAMAGE				40
#define	GONDOR_KNIGHT_FORGEDBLADES_UPGRADE		90 
#define GONDOR_KNIGHT_PREATTACKDELAY 			500  
#define GONDOR_KNIGHT_DELAYBETWEENSHOTS 		1000 
#define GONDOR_KNIGHT_FIRINGDURATION 			1000 
#define	GONDOR_KNIGHT_BOUNTY_VALUE        		10

;------------------------TOWERGUARD-------------
#define GONDOR_TOWERGUARD_BUILDCOST			400
#define GONDOR_TOWERGUARD_BUILDTIME			40 ;30
#define GONDOR_TOWERGUARD_HEALTH			160
#define GONDOR_TOWERGUARD_HEALTH_DAMAGED		160
#define GONDOR_TOWERGUARD_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_TOWERGUARD_VISION_RANGE 			100
#define	GONDOR_TOWERGUARD_HORDE_VISION_RANGE 		100

#define	GONDOR_TOWERGUARD_DAMAGE			40
#define	GONDOR_TOWERGUARD_FORGEDBLADES_UPGRADE_DAMAGE	90
#define GONDOR_TOWERGUARD_PREATTACKDELAY 		500
#define GONDOR_TOWERGUARD_DELAYBETWEENSHOTS 		1000 ;1500
#define GONDOR_TOWERGUARD_FIRINGDURATION 		1000 ;1500
#define	GONDOR_TOWERGUARD_BOUNTY_VALUE			10

;------------------------RANGER-------------
#define GONDOR_RANGER_BUILDCOST				500
#define GONDOR_RANGER_BUILDTIME				30
#define GONDOR_RANGER_HEALTH				120
#define GONDOR_RANGER_HEALTH_DAMAGED			120
#define GONDOR_RANGER_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_RANGER_VISION_RANGE 			380
#define	GONDOR_RANGER_HORDE_VISION_RANGE 		370

#define	GONDOR_RANGER_RANGE				350
#define	GONDOR_RANGER_DAMAGE				20
#define	GONDOR_RANGER_SWORD_DAMAGE			20
#define	GONDOR_RANGER_SWORD_DAMAGE_UPGRADE		40

#define	GONDOR_RANGER_FIRE_UPGRADE_DAMAGE		10 
#define	GONDOR_RANGER_FIRE_UPGRADE_DAMAGE_FLAME		15 ;20

#define GONDOR_RANGER_BOW_PREATTACKDELAY 		1000
#define GONDOR_RANGER_BOW_RELOADTIME_MIN		1500
#define GONDOR_RANGER_BOW_RELOADTIME_MAX		2000
#define	GONDOR_RANGER_BOUNTY_VALUE			10

;------------------------TREBUCHET-------------
#define GONDOR_TREBUCHET_BUILDCOST			1200
#define GONDOR_TREBUCHET_BUILDTIME			40 ;30
#define WALL_TREB_REBUILD_TIME				5.0
#define GONDOR_TREBUCHET_HEALTH				400
#define GONDOR_TREBUCHET_HEALTH_DAMAGED			200
#define	GONDOR_TREBUCHET_VISION_RANGE 			520
 
#define	GONDOR_TREBUCHET_LVL1_EXP_AWARD 		10

#define	GONDOR_TREBUCHET_RANGE				420 ;500
#define	GONDOR_TREBUCHET_DAMAGE				300 ;400

#define	GONDOR_TREBUCHET_FIRE_UPGRADE_DAMAGE  		300 ;400
#define	GONDOR_TREBUCHET_FIRE_UPGRADE_DAMAGE_FLAME  	200 ;400
#define GONDOR_TREBUCHET_PREATTACKDELAY 		1200
#define GONDOR_TREBUCHET_DELAYBETWEENSHOTS 		8000 ;5866
#define GONDOR_TREBUCHET_FIRINGDURATION 		5400

#define	GONDOR_TREBUCHET_FLAME_RANGE			420 ;480
#define	GONDOR_TREBUCHET_BOUNTY_VALUE			20

;------------------------BANNER-------------
#define GONDOR_BANNER_BUILDCOST				800
#define GONDOR_BANNER_BUILDTIME				30
#define GONDOR_BANNER_HEALTH				100
#define GONDOR_BANNER_HEALTH_DAMAGED			100
#define GONDOR_BANNER_HEALTH_RECOVERY_TIME		10000
#define	GONDOR_BANNER_VISION_RANGE 			100

#define	GONDOR_BANNER_LVL1_EXP_AWARD 			5
#define	GONDOR_BANNER_LVL2_EXP_AWARD 			6
#define	GONDOR_BANNER_LVL3_EXP_AWARD 			7
#define	GONDOR_BANNER_LVL4_EXP_AWARD 			8

#define	GONDOR_BANNER_LVL2_EXP_NEEDED 			10000
#define	GONDOR_BANNER_LVL3_EXP_NEEDED 			20000
#define	GONDOR_BANNER_LVL4_EXP_NEEDED 			30000

#define	GONDOR_BANNER_LVL2_HP_ADD	 		60
#define	GONDOR_BANNER_LVL3_HP_ADD	 		60 ;100
#define	GONDOR_BANNER_LVL4_HP_ADD	 		60 ;100

#define	GONDOR_BANNER_LVL2_DAM_ADD			20
#define	GONDOR_BANNER_LVL3_DAM_ADD			20
#define	GONDOR_BANNER_LVL4_DAM_ADD			20 ;30
#define	GONDOR_BANNER_BOUNTY_VALUE			10

;uses same weapon as Gondor Warrior.  


;------------------------PORTER-------------
#define GONDOR_PORTER_HEALTH				120
#define GONDOR_PORTER_HEALTH_DAMAGED			120
#define GONDOR_PORTER_HEALTH_RECOVERY_TIME		5000
#define	GONDOR_PORTER_VISION_RANGE 			100
#define	GONDOR_PORTER_BOUNTY_VALUE			30

;------------------------SWORDSPORTER--------
#define GONDOR_SWORDSPORTER_BUILDCOST			1500 
#define GONDOR_SWORDSPORTER_BUILDTIME			15 

;------------------------HEAVYARMORPORTER--------
#define GONDOR_HEAVYARMORPORTER_BUILDCOST		1800 
#define GONDOR_HEAVYARMORPORTER_BUILDTIME		15 

;------------------------KNIGHTSHIELDPORTER--------
#define GONDOR_KNIGHTSHIELDPORTER_BUILDCOST		1600 
#define GONDOR_KNIGHTSHIELDPORTER_BUILDTIME		15 

;------------------------FIRESTONEPORTER--------
#define GONDOR_FIRESTONEPORTER_BUILDCOST		1000 
#define GONDOR_FIRESTONEPORTER_BUILDTIME		10

;------------------------FIREARROWPORTER--------
#define GONDOR_FIREARROWPORTER_BUILDCOST		1000 
#define GONDOR_FIREARROWPORTER_BUILDTIME		10

;---------------GONDOR TECHNOLOGY AND UPGRADES--
#define GONDOR_TECH_BASIC_TRAINING_BUILDCOST		600
#define GONDOR_TECH_BASIC_TRAINING_BUILDTIME		30

#define GONDOR_TECH_FIRE_ARROWS_BUILDCOST			1200
#define GONDOR_TECH_FIRE_ARROWS_BUILDTIME			30

#define GONDOR_TECH_FORGED_BLADES_BUILDCOST			800
#define GONDOR_TECH_FORGED_BLADES_BUILDTIME			30

#define GONDOR_TECH_HEAVY_ARMOR_BUILDCOST			1000
#define GONDOR_TECH_HEAVY_ARMOR_BUILDTIME			30

#define GONDOR_TECH_KNIGHT_SHIELD_BUILDCOST			1000
#define GONDOR_TECH_KNIGHT_SHIELD_BUILDTIME			30

#define GONDOR_TECH_FIRE_STONES_BUILDCOST			800
#define GONDOR_TECH_FIRE_STONES_BUILDTIME			30

;-----
#define GONDOR_PERSONAL_BASIC_TRAINING_BUILDCOST		300
#define GONDOR_PERSONAL_BASIC_TRAINING_BUILDTIME		10

#define GONDOR_PERSONAL_FIRE_ARROWS_BUILDCOST			500 ;600
#define GONDOR_PERSONAL_FIRE_ARROWS_BUILDTIME			10 ;5

#define GONDOR_PERSONAL_FORGED_BLADES_BUILDCOST			400
#define GONDOR_PERSONAL_FORGED_BLADES_BUILDTIME			10

#define GONDOR_PERSONAL_HEAVY_ARMOR_BUILDCOST			400
#define GONDOR_PERSONAL_HEAVY_ARMOR_BUILDTIME			10

#define GONDOR_PERSONAL_KNIGHT_SHIELD_BUILDCOST			200
#define GONDOR_PERSONAL_KNIGHT_SHIELD_BUILDTIME			10

#define GONDOR_PERSONAL_FIRE_STONES_BUILDCOST			500
#define GONDOR_PERSONAL_FIRE_STONES_BUILDTIME			20 ;10

;------------------------FLAGS------------------------
#define GONDOR_FLAG_ECONOMY_UNPACK_COST			200
#define GONDOR_FLAG_OUTPOST_UNPACK_COST			800 ;400
#define GONDOR_FLAG_CAMP_UNPACK_COST			2000 ;800
#define GONDOR_FLAG_CASTLE_UNPACK_COST			5000


;------------------------STRUCTURES-------------------
;------------------------FARM-------------
#define GONDOR_FARM_BUILDCOST				350
#define GONDOR_FARM_BUILDTIME				15
#define GONDOR_FARM_HEALTH				1500
#define GONDOR_FARM_HEALTH_DAMAGED			1000
#define GONDOR_FARM_HEALTH_REALLY_DAMAGED		500
#define	GONDOR_FARM_SHROUD_CLEAR			160.0
#define GONDOR_FARM_MONEY_TIME 				6000
#define GONDOR_FARM_MONEY_AMOUNT			15

#define	GONDOR_FARM_LVL1_EXP_AWARD 			10
#define	GONDOR_FARM_LVL2_EXP_AWARD 			15
#define	GONDOR_FARM_LVL3_EXP_AWARD 			20

#define GONDOR_FARM_LVL2_EXP_NEEDED			1200 ;750
#define GONDOR_FARM_LVL3_EXP_NEEDED 			2700 ;5000

#define	GONDOR_FARM_LVL2_HP_ADD	 			1500
#define	GONDOR_FARM_LVL3_HP_ADD	 			2000

#define GONDOR_FARM_LVL2_PRODUCTION 			1.2 ;1.34
#define GONDOR_FARM_LVL3_PRODUCTION 			1.12 ;1.25
#define	GONDOR_FARM_BOUNTY_VALUE			50

;------------------------FORGE  Black Smith -------------
#define GONDOR_FORGE_BUILDCOST				400
#define GONDOR_FORGE_BUILDTIME				15
#define GONDOR_FORGE_HEALTH				3000
#define GONDOR_FORGE_HEALTH_DAMAGED			2000
#define GONDOR_FORGE_HEALTH_REALLY_DAMAGED		1000
#define	GONDOR_FORGE_SHROUD_CLEAR			160
#define GONDOR_FORGE_MONEY_TIME 			6000
#define GONDOR_FORGE_MONEY_AMOUNT			15

#define	GONDOR_FORGE_LVL1_EXP_AWARD 			10
#define	GONDOR_FORGE_LVL2_EXP_AWARD 			15
#define	GONDOR_FORGE_LVL3_EXP_AWARD 			20

#define GONDOR_FORGE_LVL2_EXP_NEEDED			1200 ;750
#define GONDOR_FORGE_LVL3_EXP_NEEDED 			4000 ;5000

#define	GONDOR_FORGE_LVL2_HP_ADD	 		1500
#define	GONDOR_FORGE_LVL3_HP_ADD	 		1500

#define GONDOR_FORGE_LVL2_PRODUCTION 			1.2 ;1.34
#define GONDOR_FORGE_LVL3_PRODUCTION 			1.12 ;1.25
#define	GONDOR_FORGE_BOUNTY_VALUE			50

;------------------------BARRACKS-------------
#define GONDOR_BARRACKS_BUILDCOST			300
#define GONDOR_BARRACKS_BUILDTIME			30
#define	GONDOR_BARRACKS_SHROUD_CLEAR			160
#define GONDOR_BARRACKS_HEALTH				3000
#define GONDOR_BARRACKS_HEALTH_DAMAGED			2000
#define GONDOR_BARRACKS_HEALTH_REALLY_DAMAGED		1000

#define	GONDOR_BARRACKS_LVL1_EXP_AWARD 			10
#define	GONDOR_BARRACKS_LVL2_EXP_AWARD 			15
#define	GONDOR_BARRACKS_LVL3_EXP_AWARD 			20

#define GONDOR_BARRACKS_LVL2_EXP_NEEDED			500
#define GONDOR_BARRACKS_LVL3_EXP_NEEDED 		1800

#define	GONDOR_BARRACKS_LVL2_HP_ADD	 		1500
#define	GONDOR_BARRACKS_LVL3_HP_ADD	 		1500

#define GONDOR_BARRACKS_LVL2_BUILD_SPEED 		1.25   
#define GONDOR_BARRACKS_LVL3_BUILD_SPEED 		1.5    

#define	GONDOR_BARRACKS_BOUNTY_VALUE			50

;------------------------ARCHERY RANGE-------------
#define GONDOR_ARCHERYRANGE_BUILDCOST			300
#define GONDOR_ARCHERYRANGE_BUILDTIME			30
#define	GONDOR_ARCHERYRANGE_SHROUD_CLEAR		160
#define GONDOR_ARCHERYRANGE_HEALTH			3000
#define GONDOR_ARCHERYRANGE_HEALTH_DAMAGED		2000
#define GONDOR_ARCHERYRANGE_HEALTH_REALLY_DAMAGED	1000

#define	GONDOR_ARCHERYRANGE_LVL1_EXP_AWARD 		10
#define	GONDOR_ARCHERYRANGE_LVL2_EXP_AWARD 		15
#define	GONDOR_ARCHERYRANGE_LVL3_EXP_AWARD 		20

#define GONDOR_ARCHERYRANGE_LVL2_EXP_NEEDED		1000
#define GONDOR_ARCHERYRANGE_LVL3_EXP_NEEDED 		3600

#define	GONDOR_ARCHERYRANGE_LVL2_HP_ADD	 		1500
#define	GONDOR_ARCHERYRANGE_LVL3_HP_ADD	 		1500

#define GONDOR_ARCHERYRANGE_LVL2_BUILD_SPEED 		1.25   
#define GONDOR_ARCHERYRANGE_LVL3_BUILD_SPEED 		1.5    

#define	GONDOR_ARCHERYRANGE_BOUNTY_VALUE		50

;------------------------STABLES-------------
#define GONDOR_STABLES_BUILDCOST			800
#define GONDOR_STABLES_BUILDTIME			45
#define	GONDOR_STABLES_SHROUD_CLEAR			160
#define GONDOR_STABLES_HEALTH				3000
#define GONDOR_STABLES_HEALTH_DAMAGED			2000
#define GONDOR_STABLES_HEALTH_REALLY_DAMAGED		1000

#define	GONDOR_STABLES_LVL1_EXP_AWARD 			10
#define	GONDOR_STABLES_LVL2_EXP_AWARD 			15
#define	GONDOR_STABLES_LVL3_EXP_AWARD 			20


#define GONDOR_STABLES_LVL2_EXP_NEEDED			2400
#define GONDOR_STABLES_LVL3_EXP_NEEDED 			4800

#define	GONDOR_STABLES_LVL2_HP_ADD	 		1500
#define	GONDOR_STABLES_LVL3_HP_ADD	 		1500

#define GONDOR_STABLES_LVL2_BUILD_SPEED 		1.25   
#define GONDOR_STABLES_LVL3_BUILD_SPEED 		1.5    

#define	GONDOR_STABLES_BOUNTY_VALUE			50

;------------------------WORKSHOP-------------
#define GONDOR_WORKSHOP_BUILDCOST			2000
#define GONDOR_WORKSHOP_BUILDTIME			45
#define	GONDOR_WORKSHOP_SHROUD_CLEAR			160
#define GONDOR_WORKSHOP_HEALTH				3000
#define GONDOR_WORKSHOP_HEALTH_DAMAGED			2000
#define GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED		1000

#define	GONDOR_WORKSHOP_LVL1_EXP_AWARD 			10
#define	GONDOR_WORKSHOP_LVL2_EXP_AWARD 			15
#define	GONDOR_WORKSHOP_LVL3_EXP_AWARD 			20

#define GONDOR_WORKSHOP_LVL2_EXP_NEEDED			3200
#define GONDOR_WORKSHOP_LVL3_EXP_NEEDED 		6400

#define	GONDOR_WORKSHOP_LVL2_HP_ADD	 		1500
#define	GONDOR_WORKSHOP_LVL3_HP_ADD	 		1500

#define GONDOR_WORKSHOP_LVL2_BUILD_SPEED 		1.25   
#define GONDOR_WORKSHOP_LVL3_BUILD_SPEED 		1.5    

#define	GONDOR_WORKSHOP_BOUNTY_VALUE			50

;------------------------KEEP-------------
#define GONDOR_KEEP_BUILDCOST				800
#define GONDOR_KEEP_BUILDTIME				30
#define	GONDOR_KEEP_VISION_RANGE 			300
#define	GONDOR_KEEP_SHROUD_CLEAR			300
#define GONDOR_KEEP_HEALTH				3000
#define GONDOR_KEEP_HEALTH_DAMAGED			2000
#define GONDOR_KEEP_HEALTH_REALLY_DAMAGED		1000
#define	GONDOR_KEEP_BOUNTY_VALUE			50

;------------------------STATUE-------------
#define GONDOR_STATUE_BUILDCOST				150
#define GONDOR_STATUE_BUILDTIME				20
#define	GONDOR_STATUE_VISION_RANGE 			300
#define	GONDOR_STATUE_SHROUD_CLEAR			300
#define GONDOR_STATUE_HEALTH				1500
#define GONDOR_STATUE_HEALTH_DAMAGED			1000
#define GONDOR_STATUE_HEALTH_REALLY_DAMAGED		500
#define	GONDOR_STATUE_BOUNTY_VALUE			10

;------------------------WELL-------------
#define GONDOR_WELL_BUILDCOST				200
#define GONDOR_WELL_BUILDTIME				15
#define GONDOR_WELL_VISIONRANGE				160
#define GONDOR_WELL_SHROUDCLEAR				160
#define GONDOR_WELL_MAXHEALTH				1500
#define GONDOR_WELL_MAXHEALTHDAMAGED			1300
#define GONDOR_WELL_MAXHEALTH_REALLYDAMAGED		700

#define	GONDOR_WELL_BOUNTY_VALUE			10

;------------------------STONEWORKER-------------
#define GONDOR_STONEWORKER_BUILDCOST			1500
#define GONDOR_STONEWORKER_BUILDTIME			60
#define	GONDOR_STONEWORKER_VISION_RANGE 		160
#define	GONDOR_STONEWORKER_SHROUD_CLEAR			160
#define GONDOR_STONEWORKER_HEALTH			2500
#define GONDOR_STONEWORKER_HEALTH_DAMAGED		1600
#define GONDOR_STONEWORKER_HEALTH_REALLY_DAMAGED	800
#define	GONDOR_STONEWORKER_BOUNTY_VALUE			50

;------------------------MARKETPLACE-------------
#define GONDOR_MARKETPLACE_BUILDCOST			1500
#define GONDOR_MARKETPLACE_BUILDTIME			60
#define	GONDOR_MARKETPLACE_VISION_RANGE 		160
#define	GONDOR_MARKETPLACE_SHROUD_CLEAR			160
#define GONDOR_MARKETPLACE_HEALTH			2500
#define GONDOR_MARKETPLACE_HEALTH_DAMAGED		1600
#define GONDOR_MARKETPLACE_HEALTH_REALLY_DAMAGED	800
#define	GONDOR_MARKETPLACE_BOUNTY_VALUE			50

;------------------------WALL-------------
#define GONDOR_CASTLE_WALL_HEALTH			5000


;------------------------UPGRADES-------------------
;------------------------POSTERNGATE-------------
#define GONDOR_POSTERNGATE_BUILDCOST			300

;------------------------BATTLETOWER-------------
#define GONDOR_BATTLETOWER_BUILDCOST			800
#define GONDOR_CASTLE_WALL_UPGRADE_HEALTH		1500

;------------------------WALLTREBUCHET-------------
#define GONDOR_WALLTREBUCHET_BUILDCOST			1600

;------------------------IRONORE-------------
#define GONDOR_IRONORE_BUILDCOST			1500
#define GONDOR_IRONORE_PRODUCTION_INCREASE		150

;------------------------GRANDHARVEST-------------
#define GONDOR_GRANDHARVEST_BUILDCOST			1500
#define GONDOR_GRANDHARVEST_PRODUCTION_INCREASE		150

;------------------------SIEGEMATERIALS-------------
#define GONDOR_SIEGEMATERIALS_BUILDCOST			500

;------------------------REINFORCEDGATE-------------
#define GONDOR_REINFORCEDGATE_BUILDCOST			750
#define GONDOR_REINFORCEDGATE_HEALTH			3000

#define GONDOR_CASTLE_DOOR_HEALTH			3000

;------------------------NEMENORSTONEWORK-------------
#define GONDOR_NEMENORSTONEWORK_BUILDCOST		2000
#define GONDOR_NEMENORSTONEWORK_WALL_HEALTH		5000
#define GONDOR_NEMENORSTONEWORK_KEEP_HEALTH		3000
#define GONDOR_NEMENORSTONEWORK_UPGRADE_HEALTH		1000
#define GONDOR_NEMENORSTONEWORK_CITADEL_HEALTH		2000

;------------------------GARRISON_FIREARROWS-------------
#define GONDOR_GARRISON_FIREARROWS_BUILDCOST		2000


;----------------------Structure Bow-------------------
; This weapon should be the equivalent of 5 men, which is why the timings
; are pretty fast.
#define STRUCTURE_BOW_DAMAGE						20
#define	GONDOR_STRUCTURE_ARCHER_RANGE					360  

#define GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY 			20
#define GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN 		20
#define GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX 		50
#define GONDOR_STRUCTUR_ARCHER_BOW_FIRINGDURATION 			20

;----------------------Keep Bow-------------------
#define KEEP_BOW_DAMAGE					40
#define KEEP_BOW_UPGRADED_DAMAGE			80
#define	KEEP_ARCHER_RANGE				380  

#define KEEP_BOW_PREATTACKDELAY 			5
#define KEEP_BOW_DELAYBETWEENSHOTS_MIN 			5
#define KEEP_BOW_DELAYBETWEENSHOTS_MAX 			10 ;20
#define KEEP_BOW_FIRINGDURATION 			5

;----------------------Wall Towers-------------------
#define WALL_TOWER_BOW_DAMAGE				40 ;60
#define WALL_TOWER_BOW_DAMAGE_UPGRADE			120

;------------------------ROHAN------------------------
;------------------------UNITS------------------------
;------------------------PEASANTS-------------
#define ROHAN_PEASANT_BUILDCOST				100
#define ROHAN_PEASANT_BUILDTIME				40
#define ROHAN_PEASANT_HEALTH				40
#define ROHAN_PEASANT_HEALTH_DAMAGED			40
#define ROHAN_PEASANT_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_PEASANT_VISION_RANGE 			100

#define	ROHAN_FIGHTER_SWORD_DAMAGE	 		5
#define	ROHAN_FIGHTER_SWORD_DAMAGE_FORGED_UPGRADE	60
#define	ROHAN_PEASANT_DRAFT_ARMOR_BONUS			40	
#define	ROHAN_PEASANT_DRAFT_WEAPON_BONUS		5

#define ROHAN_PEASANT_PREATTACKDELAY 			400
#define ROHAN_PEASANT_DELAYBETWEENSHOTS 		1000 
#define ROHAN_PEASANT_FIRINGDURATION 			1000

#define	ROHAN_PEASANT_BOUNTY_VALUE			5


;------------------------ROHIRRIM-------------
#define ROHAN_ROHIRRIM_BUILDCOST			600
#define ROHAN_ROHIRRIM_BUILDTIME			40
#define ROHAN_ROHIRRIM_HEALTH				200 
#define ROHAN_ROHIRRIM_HEALTH_DAMAGED			200 
#define ROHAN_ROHIRRIM_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_ROHIRRIM_VISION_RANGE 			150
#define	ROHAN_ROHIRRIM_HORDE_VISION_RANGE 		370

#define	ROHAN_ROHIRRIM_SWORD_DAMAGE	 		40
#define	ROHAN_ROHIRRIM_SWORD_DAMAGE_FORGED_UPGRADE	90

#define ROHAN_ROHIRRIM_PREATTACKDELAY 			500  ;750
#define ROHAN_ROHIRRIM_DELAYBETWEENSHOTS 		1000 ;750
#define ROHAN_ROHIRRIM_FIRINGDURATION 			1000 ;750

#define	ROHAN_ROHIRRIM_BOUNTY_VALUE			10

;------------------------ROHIRRIM ARCHER-------------

#define ROHAN_ROHIRRIM_ARCHER_BUILDCOST			1000
#define ROHAN_ROHIRRIM_ARCHER_BUILDTIME			40
#define ROHAN_ROHIRRIM_ARCHER_HEALTH			140 
#define ROHAN_ROHIRRIM_ARCHER_HEALTH_DAMAGED		140 

#define ROHAN_HORSEBOW_RANGE				350
#define ROHAN_ROHIRRIM_BOW_DAMAGE			20 ;10
#define ROHAN_ROHIRRIM_BOW_FIRE_DAMAGE			15 ;20


#define ROHAN_ROHIRRIM_ARCHER_HORDE_VISION_RANGE 	370
#define ROHAN_ROHIRRIM_ARCHER_VISION_RANGE 		380

;------------------------YEOMAN-------------
#define ROHAN_YEOMAN_BUILDCOST				300 ;200
#define ROHAN_YEOMAN_BUILDTIME				30 ;15
#define ROHAN_YEOMAN_HEALTH				80
#define ROHAN_YEOMAN_HEALTH_DAMAGED			80
#define ROHAN_YEOMAN_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_YEOMAN_VISION_RANGE 			380
#define	ROHAN_YEOMAN_HORDE_VISION_RANGE 		370

#define ROHAN_YEOMAN_PREATTACKDELAY 			1000
#define ROHAN_YEOMAN_BOW_RELOADTIME_MIN			1500
#define ROHAN_YEOMAN_BOW_RELOADTIME_MAX			2000

#define	ROHAN_YEOMAN_RANGE				350
;Yeoman damage is doubled because they miss 50%.  
#define	ROHAN_YEOMAN_DAMAGE				10
#define	ROHAN_YEOMAN_MELEE_DAMAGE			5

#define	ROHAN_YEOMAN_FIRE_UPGRADE_DAMAGE		10 
#define	ROHAN_YEOMAN_FIRE_UPGRADE_DAMAGE_FIRE		15 ;20

#define	ROHAN_YEOMAN_BOUNTY_VALUE			5

;------------------------ELVENWARRIOR-------------
#define ROHAN_ELVENWARRIOR_BUILDCOST			700
#define ROHAN_ELVENWARRIOR_BUILDTIME			40 
#define ROHAN_ELVENWARRIOR_HEALTH			160
#define ROHAN_ELVENWARRIOR_HEALTH_DAMAGED		160
#define ROHAN_ELVENWARRIOR_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_ELVENWARRIOR_VISION_RANGE 		430
#define	ROHAN_ELVENWARRIOR_HORDE_VISION_RANGE 		420

;Bow
#define ROHAN_ELVENWARRIOR_BOW_PREATTACKDELAY 		900
#define ROHAN_ELVENWARRIOR_BOW_RELOADTIME_MIN		1250
#define ROHAN_ELVENWARRIOR_BOW_RELOADTIME_MAX		2000

;Sword
#define ROHAN_ELVENWARRIOR_SWORD_PREATTACKDELAY 	700
#define ROHAN_ELVENWARRIOR_SWORD_DELAYBETWEENSHOTS 	1500
#define ROHAN_ELVENWARRIOR_SWORD_FIRINGDURATION 	800

#define	ROHAN_ELVEN_RANGE				400
#define	ROHAN_ELVEN_DAMAGE				30 ;40
#define	ROHAN_ELVEN_FIRE_UPGRADE_DAMAGE			30 ;40 
#define	ROHAN_ELVEN_FIRE_UPGRADE_DAMAGE_FLAME		15 ;20
#define	ROHAN_ELVEN_MELEE_DAMAGE			60 ;80

#define	ROHAN_ELVENWARRIOR_BOUNTY_VALUE			10

;------------------------ROHANBANNER-------------
#define ROHAN_BANNER_HEALTH				100
#define ROHAN_BANNER_HEALTH_DAMAGED			100
#define ROHAN_BANNER_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_BANNER_VISION_RANGE 			100

#define	ROHAN_BANNER_LVL1_EXP_AWARD 			5
#define	ROHAN_BANNER_LVL2_EXP_AWARD 			6
#define	ROHAN_BANNER_LVL3_EXP_AWARD 			7
#define	ROHAN_BANNER_LVL4_EXP_AWARD 			8

#define	ROHAN_BANNER_LVL2_EXP_NEEDED 			10000
#define	ROHAN_BANNER_LVL3_EXP_NEEDED 			20000
#define	ROHAN_BANNER_LVL4_EXP_NEEDED 			30000

#define	ROHAN_BANNER_LVL2_HP_ADD	 		60
#define	ROHAN_BANNER_LVL3_HP_ADD	 		60 ;100
#define	ROHAN_BANNER_LVL4_HP_ADD	 		60 ;100

#define	ROHAN_BANNER_LVL2_DAM_ADD			20
#define	ROHAN_BANNER_LVL3_DAM_ADD			20
#define	ROHAN_BANNER_LVL4_DAM_ADD			20 ;30

#define	ROHAN_BANNER_BOUNTY_VALUE			10
#define	ROHAN_BANNER_COST				800
#define	ROHAN_BANNER_BUILDTIME				30

;Uses Rohan Peasant weapon.  

;------------------------ROHANBANNERRIDER-------------
#define ROHAN_BANNERRIDER_HEALTH			400
#define ROHAN_BANNERRIDER_HEALTH_DAMAGED		400
#define ROHAN_BANNERRIDER_HEALTH_RECOVERY_TIME		10000
#define	ROHAN_BANNERRIDER_VISION_RANGE 			150

#define	ROHAN_BANNERRIDER_BOUNTY_VALUE			10

;uses Rohirrim weapon.  

;------------------------ROHANENT-------------
#define ROHAN_ENT_BUILDCOST				1500
#define ROHAN_ENT_BUILDTIME				20 ;60
#define ROHAN_ENT_HEALTH				2000
#define	ROHAN_ENT_VISION_RANGE 				100

#define	ROHAN_ENT_BOUNTY_VALUE				20

;------------------------ROHANTREEBEARD-------------
#define ROHAN_TREEBEARD_HEALTH				3000
#define	ROHAN_TREEBEARD_VISION_RANGE 			100

#define	ROHAN_TREEBEARD_PUNCH_DAMAGE			600
#define	ROHAN_TREEBEARD_PUNCH_RADIUS			50
#define	ROHAN_TREEBEARD_KICK_DAMAGE			600
#define	ROHAN_TREEBEARD_KICK_RADIUS			20
#define	ROHAN_TREEBEARD_ROCK_DAMAGE		        400
#define	ROHAN_TREEBEARD_ROCK_RANGE			500 ;600
#define	ROHAN_TREEBEARD_BUILDINGATTACK_DAMAGE		600

#define	ROHAN_TREEBEARD_BOUNTY_VALUE			30

;------------------------UPGRADES-------------------
;------------------------ROHANFIREARROWPORTER--------
#define ROHAN_FIREARROWPORTER_BUILDCOST			800 ;1000 
#define ROHAN_FIREARROWPORTER_BUILDTIME			10

;------------------------ROHAN_HORSEBOWSPORTER--------
#define ROHAN_HORSEBOWSPORTER_BUILDCOST			400
#define ROHAN_HORSEBOWSPORTER_BUILDTIME			30

;------------------------ROHAN_HORSESHIELDSPORTER--------
#define ROHAN_HORSESHIELDSPORTER_BUILDCOST		1200 ;1600 
#define ROHAN_HORSESHIELDSPORTER_BUILDTIME		15

;------------------------ROHAN_HEAVYARMORPORTER--------
#define ROHAN_HEAVYARMORPORTER_BUILDCOST		1500 ;1800
#define ROHAN_HEAVYARMORPORTER_BUILDTIME		15

;------------------------ROHAN_FORGEDBLADESPORTER--------
#define ROHAN_FORGEDBLADEPORTER_BUILDCOST		1200 ;1500
#define ROHAN_FORGEDBLADEPORTER_BUILDTIME		15

#define GONDOR_WALLBANNER_BUILDCOST			800

;---------------ROHAN TECHNOLOGY AND UPGRADES--
#define ROHAN_TECH_BASIC_TRAINING_BUILDCOST			600
#define ROHAN_TECH_BASIC_TRAINING_BUILDTIME			30

#define ROHAN_TECH_FIRE_ARROWS_BUILDCOST			1200
#define ROHAN_TECH_FIRE_ARROWS_BUILDTIME			30

#define ROHAN_TECH_FORGED_BLADES_BUILDCOST			800
#define ROHAN_TECH_FORGED_BLADES_BUILDTIME			30

#define ROHAN_TECH_HEAVY_ARMOR_BUILDCOST			1000
#define ROHAN_TECH_HEAVY_ARMOR_BUILDTIME			30

#define ROHAN_TECH_HORSE_SHIELD_BUILDCOST			1000
#define ROHAN_TECH_HORSE_SHIELD_BUILDTIME			30

;-----
#define ROHAN_PERSONAL_BASIC_TRAINING_BUILDCOST			300
#define ROHAN_PERSONAL_BASIC_TRAINING_BUILDTIME			10

#define ROHAN_PERSONAL_FIRE_ARROWS_BUILDCOST			500
#define ROHAN_PERSONAL_FIRE_ARROWS_BUILDTIME			10

#define ROHAN_PERSONAL_FORGED_BLADES_BUILDCOST			300
#define ROHAN_PERSONAL_FORGED_BLADES_BUILDTIME			10
	
#define ROHAN_PERSONAL_HEAVY_ARMOR_BUILDCOST			300
#define ROHAN_PERSONAL_HEAVY_ARMOR_BUILDTIME			10

#define ROHAN_PERSONAL_HORSE_SHIELD_BUILDCOST			400
#define ROHAN_PERSONAL_HORSE_SHIELD_BUILDTIME			10

;------------------------STRUCTURES-------------------
;------------------------STABLES-------------
#define ROHAN_STABLES_BUILDCOST				600 ;500
#define ROHAN_STABLES_BUILDTIME				30
#define ROHAN_STABLES_VISIONRANGE			160
#define ROHAN_STABLES_SHROUDCLEAR			161
#define ROHAN_STABLES_MAXHEALTH				3000
#define ROHAN_STABLES_MAXHEALTHDAMAGED			2000
#define ROHAN_STABLES_MAXHEALTH_REALLYDAMAGED		1000

#define	ROHAN_STABLES_LVL1_EXP_AWARD 			10
#define	ROHAN_STABLES_LVL2_EXP_AWARD 			15
#define	ROHAN_STABLES_LVL3_EXP_AWARD 			20

#define ROHAN_STABLES_LVL2_EXP_NEEDED			3000
#define ROHAN_STABLES_LVL3_EXP_NEEDED 			7200

#define	ROHAN_STABLES_LVL2_HP_ADD	 		1500
#define	ROHAN_STABLES_LVL3_HP_ADD	 		1500	

#define ROHAN_STABLES_LVL2_BUILD_SPEED 			1.25    
#define ROHAN_STABLES_LVL3_BUILD_SPEED 			1.5    

#define	ROHAN_STABLES_BOUNTY_VALUE			50

;------------------------FARM-------------
#define ROHAN_FARM_BUILDCOST				350
#define ROHAN_FARM_BUILDTIME				15
#define ROHAN_FARM_HEALTH				1500
#define ROHAN_FARM_HEALTH_DAMAGED			1000
#define ROHAN_FARM_HEALTH_REALLY_DAMAGED		500
#define ROHAN_FARM_SHROUD_CLEAR				160
#define ROHAN_FARM_MONEY_TIME 				6000
#define ROHAN_FARM_MONEY_AMOUNT				15

#define	ROHAN_FARM_LVL1_EXP_AWARD 			10
#define	ROHAN_FARM_LVL2_EXP_AWARD 			15
#define	ROHAN_FARM_LVL3_EXP_AWARD 			20

#define ROHAN_FARM_LVL2_EXP_NEEDED			1200 ;750
#define ROHAN_FARM_LVL3_EXP_NEEDED 			2700 ;5000

#define	ROHAN_FARM_LVL2_HP_ADD	 			1500
#define	ROHAN_FARM_LVL3_HP_ADD	 			2000

#define ROHAN_FARM_LVL2_PRODUCTION 			1.2 ;1.34
#define ROHAN_FARM_LVL3_PRODUCTION 			1.12 ;1.25
;#define	ROHAN_FARM_BOUNTY_VALUE			50

;------------------------ARCHERYRANGE-------------
#define ROHAN_ARCHERYRANGE_BUILDCOST			300
#define ROHAN_ARCHERYRANGE_BUILDTIME			15
#define ROHAN_ARCHERYRANGE_VISIONRANGE			160
#define ROHAN_ARCHERYRANGE_SHROUDCLEAR			161
#define ROHAN_ARCHERYRANGE_MAXHEALTH			3000
#define ROHAN_ARCHERYRANGE_MAXHEALTHDAMAGED		2000
#define ROHAN_ARCHERYRANGE_MAXHEALTH_REALLYDAMAGED	1000

#define	ROHAN_ARCHERYRANGE_LVL1_EXP_AWARD 		10
#define	ROHAN_ARCHERYRANGE_LVL2_EXP_AWARD 		15
#define	ROHAN_ARCHERYRANGE_LVL3_EXP_AWARD 		20

#define ROHAN_ARCHERYRANGE_LVL2_EXP_NEEDED		1000
#define ROHAN_ARCHERYRANGE_LVL3_EXP_NEEDED 		3600

#define	ROHAN_ARCHERYRANGE_LVL2_HP_ADD	 		1500
#define	ROHAN_ARCHERYRANGE_LVL3_HP_ADD	 		1500

#define ROHAN_ARCHERYRANGE_LVL2_BUILD_SPEED 		1.25   
#define ROHAN_ARCHERYRANGE_LVL3_BUILD_SPEED 		1.5    

#define	ROHAN_ARCHERYRANGE_BOUNTY_VALUE			50

;------------------------ARMORY-------------
#define ROHAN_ARMORY_BUILDCOST				1500
#define ROHAN_ARMORY_BUILDTIME				45
#define ROHAN_ARMORY_VISIONRANGE			160
#define ROHAN_ARMORY_SHROUDCLEAR			160
#define ROHAN_ARMORY_MAXHEALTH				3000
#define ROHAN_ARMORY_MAXHEALTHDAMAGED			2000
#define ROHAN_ARMORY_MAXHEALTH_REALLYDAMAGED		1000

#define	ROHAN_ARMORY_LVL1_EXP_AWARD 			10
#define	ROHAN_ARMORY_LVL2_EXP_AWARD 			15
#define	ROHAN_ARMORY_LVL3_EXP_AWARD 			20

#define ROHAN_ARMORY_LVL2_EXP_NEEDED			6000 ;2400
#define ROHAN_ARMORY_LVL3_EXP_NEEDED 			10000 ;4800

#define	ROHAN_ARMORY_LVL2_HP_ADD	 		1500
#define	ROHAN_ARMORY_LVL3_HP_ADD	 		1500

#define ROHAN_ARMORY_LVL2_BUILD_SPEED 			1.25   
#define ROHAN_ARMORY_LVL3_BUILD_SPEED 			1.5    

#define	ROHAN_ARMORY_BOUNTY_VALUE			50

;------------------------ENTMOOT-------------
#define ROHAN_ENT_MOOT_LVL1_EXP_AWARD	25		
#define ROHAN_ENT_MOOT_LVL2_EXP_AWARD   30		
#define ROHAN_ENT_MOOT_LVL3_EXP_AWARD   40		
#define ROHAN_ENT_MOOT_LVL2_EXP_NEEDED	6000	;Should be many ents'worth
#define ROHAN_ENT_MOOT_LVL3_EXP_NEEDED	9000	;Should be many, many ents'worth

;------------------------WELL-------------
#define ROHAN_WELL_BUILDCOST				200
#define ROHAN_WELL_BUILDTIME				15
#define ROHAN_WELL_VISIONRANGE				160
#define ROHAN_WELL_SHROUDCLEAR				160
#define ROHAN_WELL_MAXHEALTH				1500
#define ROHAN_WELL_MAXHEALTHDAMAGED			1300
#define ROHAN_WELL_MAXHEALTH_REALLYDAMAGED		700

#define	ROHAN_WELL_BOUNTY_VALUE				10

;------------------------WALL-------------
#define ROHAN_CASTLE_WALL_HEALTH			5000

;------------------------HEROICSTATUE-------------
#define ROHAN_HEROSTATUE_BUILDCOST			150
#define ROHAN_HEROSTATUE_BUILDTIME			20
#define ROHAN_HEROSTATUE_VISIONRANGE			160
#define ROHAN_HEROSTATUE_SHROUDCLEAR			161
#define ROHAN_HEROSTATUE_MAXHEALTH			1500

#define	ROHAN_HEROSTATUE_BOUNTY_VALUE			10

;------------------------FLAGS------------------------
#define ROHAN_FLAG_ECONOMY_UNPACK_COST			5000			; This is actally the ent moot
#define ROHAN_FLAG_ECONOMY_UNPACK_FARM_COST		200				; This is the farm
#define ROHAN_FLAG_ECONOMY_UNPACK_COMMANDPOINTS 	0				; This economy building requrest command points test
#define ROHAN_FLAG_OUTPOST_UNPACK_COST			800 ;400
#define ROHAN_FLAG_CAMP_UNPACK_COST			2000 ;800
#define ROHAN_FLAG_CASTLE_UNPACK_COST			5000

;------------------------MOOT-------------
#define ROHAN_ENT_MOOT_COST				5000
#define ROHAN_ENT_MOOT_BUILD_TIME 			180
#define ROHAN_ENT_MOOT_HEALTH				6000

;------------------------FARM-------------

#define ELVEN_FARM_LVL2_EXP_NEEDED			1000
#define ELVEN_FARM_LVL3_EXP_NEEDED 			7000

;------------------------MORDOR------------------------
;------------------------UNITS------------------------
;------------------------LABORER-------------
#define MORDOR_LABORER_BUILDCOST			20
#define MORDOR_LABORER_BUILDTIME			5
#define MORDOR_LABORER_HEALTH				30
#define MORDOR_LABORER_HEALTH_DAMAGED			30
#define MORDOR_LABORER_HEALTH_RECOVERY_TIME		10000
#define	MORDOR_LABORER_VISION_RANGE 			100

#define	MORDOR_LABORER_LVL1_EXP_AWARD 			1

#define	MORDOR_LABORER_DAMAGE				5
#define	MORDOR_LABORER_FIRE_UPGRADE_DAMAGE 		400
#define MORDOR_LABORER_PREATTACKDELAY 			533
#define MORDOR_LABORER_DELAYBETWEENSHOTS 		733
#define MORDOR_LABORER_FIRINGDURATION 			733
#define	MORDOR_LABORER_BOUNTY_VALUE			5

;------------------------FIGHTER-------------
#define MORDOR_FIGHTER_BUILDCOST			100 ; Note, purely used for orc pit experience because of BUILD_FOR_FREE kindof
#define MORDOR_FIGHTER_BUILDTIME			30
#define MORDOR_FIGHTER_HEALTH				50
#define MORDOR_FIGHTER_HEALTH_DAMAGED			50
#define MORDOR_FIGHTER_HEALTH_RECOVERY_TIME		10000
#define	MORDOR_FIGHTER_VISION_RANGE 			100
#define	MORDOR_FIGHTER_HORDE_VISION_RANGE 		100

#define	MORDOR_FIGHTER_DAMAGE				10
#define MORDOR_FIGHTER_PREATTACKDELAY 			633
#define MORDOR_FIGHTER_DELAYBETWEENSHOTS 		1000 
#define MORDOR_FIGHTER_FIRINGDURATION 			1000
#define	MORDOR_FIGHTER_BOUNTY_VALUE			2

;------------------------GOBLIN-------------
#define	MORDOR_GOBLIN_SWORDSMAN_DAMAGE			10
#define	MORDOR_GOBLIN_SWORDSMAN_HEALTH			30
#define MORDOR_GOBLIN_SWORDSMAN_PREATTACKDELAY 		522
#define MORDOR_GOBLIN_SWORDSMAN_DELAYBETWEENSHOTS 	245 
#define MORDOR_GOBLIN_SWORDSMAN_FIRINGDURATION 		245

;------------------------ MORDOR ARCHER-------------
#define MORDOR_ARCHER_BUILDCOST				300 ;200
#define MORDOR_ARCHER_BUILDTIME				30 
#define MORDOR_ARCHER_HEALTH				50
#define MORDOR_ARCHER_HEALTH_DAMAGED			50
#define MORDOR_ARCHER_HEALTH_RECOVERY_TIME		10000
#define	MORDOR_ARCHER_VISION_RANGE 			280
#define	MORDOR_ARCHER_HORDE_VISION_RANGE 		280

#define MORDOR_ARCHER_PREATTACKDELAY 			1000
#define MORDOR_ARCHER_BOW_RELOADTIME_MIN		1500
#define MORDOR_ARCHER_BOW_RELOADTIME_MAX		2000

;orc archers miss 50% so they get double damage
#define	MORDOR_ARCHER_DAMAGE				8
#define	MORDOR_ARCHER_DAMAGE_MELEE			4
#define	MORDOR_ARCHER_RANGE				320	;Needs to be slightly larger than it's hordebrains weapon range (next entry).
#define MORDOR_ARCHER_HORDE_RANGE			175 ;Ouch, this horde is fat (3x4) so it needs to have a shorter range or else it won't attack!
#define	MORDOR_ARCHER_BOUNTY_VALUE			3

#define	MORDOR_ARCHER_DAMAGE_FIRE_PIERCE		10 ;8
#define	MORDOR_ARCHER_DAMAGE_FIRE_FLAME			15 ;12

;------------------------TROLL-------------
#define MORDOR_TROLL_BUILDCOST				1200
#define MORDOR_TROLL_BUILDTIME				45 ;30
#define MORDOR_TROLL_HEALTH				2000 ;2400
#define MORDOR_TROLL_HEALTH_DAMAGED			1200
#define MORDOR_TROLL_HEALTH_RAMPAGE_DAMAGED		200
#define	MORDOR_TROLL_VISION_RANGE 			100

;Note - Tree does less damage but has a wide area of effect.  Tree for troops, Punch for Calv/heroes.
#define MORDOR_TROLL_PUNCH_PREATTACKDELAY 		500 ;533
#define MORDOR_TROLL_PUNCH_DELAYBETWEENSHOTS 		1000 ;1466
#define MORDOR_TROLL_PUNCH_FIRINGDURATION 		1000 ;934
#define	MORDOR_TROLL_PUNCH_DAMAGE			200

#define MORDOR_TROLL_SHOULDER_PREATTACKDELAY 		600
#define MORDOR_TROLL_SHOULDER_DELAYBETWEENSHOTS 	1400
#define MORDOR_TROLL_SHOULDER_FIRINGDURATION 		900
#define	MORDOR_TROLL_SHOULDER_DAMAGE			200

#define MORDOR_TROLL_TREE_PREATTACKDELAY 		600
#define MORDOR_TROLL_TREE_DELAYBETWEENSHOTS 		1400 ;2000
#define MORDOR_TROLL_TREE_FIRINGDURATION 		1400
#define	MORDOR_TROLL_TREE_DAMAGE			120

#define MORDOR_TROLL_ROCK_PREATTACKDELAY 		600 ;700
#define MORDOR_TROLL_ROCK_DELAYBETWEENSHOTS 	2067 ; 	2167
#define MORDOR_TROLL_ROCK_FIRINGDURATION 		1567 ; 2167
#define	MORDOR_TROLL_ROCK_DAMAGE			300 ;500
#define	MORDOR_TROLL_ROCK_RANGE				250

#define	MORDOR_CAVE_TROLL_ROCK_DAMAGE			300

#define	MORDOR_TROLL_BOUNTY_VALUE			20

;------------------------DRUMMERTROLL-------------
#define MORDOR_DRUMMERTROLL_BUILDCOST			1200
#define MORDOR_DRUMMERTROLL_BUILDTIME			45 ;30
#define MORDOR_DRUMMERTROLL_HEALTH			2000 ;2400
#define MORDOR_DRUMMERTROLL_HEALTH_DAMAGED		1200
#define	MORDOR_DRUMMERTROLL_VISION_RANGE 		100

#define MORDOR_DRUMMERTROLL_PREATTACKDELAY 		800
#define MORDOR_DRUMMERTROLL_DELAYBETWEENSHOTS 		2200
#define MORDOR_DRUMMERTROLL_FIRINGDURATION 		1200
#define	MORDOR_DRUMMERTROLL_DAMAGE			120
#define	MORDOR_DRUMMERTROLL_BOUNTY_VALUE		20

;------------------------HARADRIM-------------
#define MORDOR_HARADRIM_BUILDCOST			200 ;250
#define MORDOR_HARADRIM_BUILDTIME			30 ;20
#define MORDOR_HARADRIM_HEALTH				60
#define MORDOR_HARADRIM_HEALTH_DAMAGED			60
#define MORDOR_HARADRIM_HEALTH_RECOVERY_TIME 		10000

#define MORDOR_HARADRIM_LANCER_SWITCH_RANGE_HORDE	80
#define	MORDOR_HARADRIM_LANCER_RANGE			250
#define MORDOR_HARADRIM_LANCER_HORDE_RANGE		200

#define	MORDOR_HARADRIM_VISION_RANGE 			280
#define	MORDOR_HARADRIM_HORDE_VISION_RANGE 		400

#define MORDOR_HARADRIM_LANCER_PREATTACKDELAY 		1600
#define MORDOR_HARADRIM_LANCER_DELAYBETWEENSHOTS 	0;1000
#define MORDOR_HARADRIM_LANCER_FIRINGDURATION 		900
#define	MORDOR_HARADRIM_LANCER_DAMAGE			60
#define	MORDOR_HARADRIM_LANCER_MELEE_DAMAGE		60
#define MORDOR_HARADRIM_BOW_PREATTACKDELAY 		2100
#define MORDOR_HARADRIM_BOW_DELAYBETWEENSHOTS 		900
#define MORDOR_HARADRIM_BOW_FIRINGDURATION 		700
#define	MORDOR_HARADRIM_BOW_RANGE			400
#define	MORDOR_HARADRIM_BOW_DAMAGE			40
#define	MORDOR_HARADRIM_BOUNTY_VALUE			5

;------------------------SOLDIERRHUN-------------
#define MORDOR_SOLDIERRHUN_BUILDCOST			400
#define MORDOR_SOLDIERRHUN_BUILDTIME			40 
#define MORDOR_SOLDIERRHUN_HEALTH			160
#define MORDOR_SOLDIERRHUN_HEALTH_DAMAGED		160
#define MORDOR_SOLDIERRHUN_HEALTH_RECOVERY_TIME		10000
#define	MORDOR_SOLDIERRHUN_VISION_RANGE 		100
#define	MORDOR_SOLDIERRHUN_HORDE_VISION_RANGE 		100

#define MORDOR_SOLDIERRHUN_PREATTACKDELAY 		650
#define MORDOR_SOLDIERRHUN_DELAYBETWEENSHOTS 		1500
#define MORDOR_SOLDIERRHUN_FIRINGDURATION 		750
#define	MORDOR_SOLDIERRHUN_DAMAGE			40
#define	MORDOR_SOLDIERRHUN_BOUNTY_VALUE			10

;------------------------CATAPULT-------------
#define MORDOR_CATAPULT_BUILDCOST			800
#define MORDOR_CATAPULT_BUILDTIME			40 
#define MORDOR_CATAPULT_HEALTH				300 ;240
#define MORDOR_CATAPULT_HEALTH_DAMAGED			100
#define	MORDOR_CATAPULT_VISION_RANGE 			550

#define	MORDOR_CATAPULT_LVL1_EXP_AWARD 			10

#define MORDOR_CATAPULT_ROCK_PREATTACKDELAY 		800
#define MORDOR_CATAPULT_ROCK_DELAYBETWEENSHOTS 		6000
#define MORDOR_CATAPULT_ROCK_FIRINGDURATION 		3000

#define	MORDOR_CATAPULT_ROCK_RANGE			420 ;400
#define	MORDOR_CATAPULT_ROCK_DAMAGE			200
#define	MORDOR_CATAPULT_FLAME_DAMAGE			200
#define MORDOR_CATAPULT_HEADS_PREATTACKDELAY 		800
#define MORDOR_CATAPULT_HEADS_DELAYBETWEENSHOTS 	6000
#define MORDOR_CATAPULT_HEADS_FIRINGDURATION 		3000
#define	MORDOR_CATAPULT_HEADS_RANGE			420 ;400
#define	MORDOR_CATAPULT_HEADS_DAMAGE			60
#define	MORDOR_CATAPULT_BOUNTY_VALUE			10


;------------------------SIEGETOWER-------------
#define MORDOR_SIEGETOWER_BUILDCOST			1000 ;600
#define MORDOR_SIEGETOWER_BUILDTIME			45
#define MORDOR_SIEGETOWER_HEALTH			2000
#define MORDOR_SIEGETOWER_HEALTH_DAMAGED		1000
#define	MORDOR_SIEGETOWER_BOUNTY_VALUE			10

;------------------------MUMAKIL-------------
#define MORDOR_MUMAKIL_BUILDCOST			2000
#define MORDOR_MUMAKIL_BUILDTIME			60
#define MORDOR_MUMAKIL_HEALTH				4000
#define	MORDOR_MUMAKIL_VISION_RANGE 			200

#define	MORDOR_MUMAKIL_CHARGE_DAMAGE			600
#define	MUMAKIL_NORMAL_ATTACK				600
#define	MORDOR_MUMAKIL_BOUNTY_VALUE			50

;------------------------GROND-------------
#define MORDOR_GROND_BUILDCOST				5000
#define MORDOR_GROND_BUILDTIME				60
#define MORDOR_GROND_HEALTH				8000
#define MORDOR_GROND_HEALTH_DAMAGED			4000
#define	MORDOR_GROND_VISION_RANGE 			250

#define	MORDOR_GROND_DAMAGE				2000
#define	MORDOR_GROND_BOUNTY_VALUE			100

;------------------------BANNER-------------
#define MORDOR_BANNER_BUILDCOST				1000
#define MORDOR_BANNER_BUILDTIME				30
#define MORDOR_BANNER_HEALTH				60
#define MORDOR_BANNER_HEALTH_DAMAGED			60
#define MORDOR_BANNER_HEALTH_RECOVERY_TIME		10000
#define	MORDOR_BANNER_VISION_RANGE 			100

#define	MORDOR_BANNER_LVL1_EXP_AWARD 			3
#define	MORDOR_BANNER_LVL2_EXP_AWARD 			4
#define	MORDOR_BANNER_LVL3_EXP_AWARD 			5
#define	MORDOR_BANNER_LVL4_EXP_AWARD 			6

#define	MORDOR_BANNER_LVL2_EXP_NEEDED 			10000
#define	MORDOR_BANNER_LVL3_EXP_NEEDED 			20000
#define	MORDOR_BANNER_LVL4_EXP_NEEDED 			30000

#define	MORDOR_BANNER_LVL2_HP_ADD	 		20
#define	MORDOR_BANNER_LVL3_HP_ADD	 		20
#define	MORDOR_BANNER_LVL4_HP_ADD	 		20

#define	MORDOR_BANNER_LVL2_DAM_ADD			10
#define	MORDOR_BANNER_LVL3_DAM_ADD			10
#define	MORDOR_BANNER_LVL4_DAM_ADD			10

#define	MORDOR_BANNER_BOUNTY_VALUE			10

;Uses same weapon as Mordor Orc Fighter

;---------------MORDOR TECHNOLOGY AND UPGRADES--
#define MORDOR_TECH_BASIC_TRAINING_BUILDCOST		600
#define MORDOR_TECH_BASIC_TRAINING_BUILDTIME		30

#define MORDOR_TECH_FIRE_ARROWS_BUILDCOST		1200
#define MORDOR_TECH_FIRE_ARROWS_BUILDTIME		30

;-----
#define MORDOR_PERSONAL_BASIC_TRAINING_BUILDCOST	600
#define MORDOR_PERSONAL_BASIC_TRAINING_BUILDTIME	10

#define MORDOR_PERSONAL_FIRE_ARROWS_BUILDCOST		600
#define MORDOR_PERSONAL_FIRE_ARROWS_BUILDTIME		10

;------------------------FLAGS------------------------
#define MORDOR_FLAG_ECONOMY_UNPACK_COST			200
#define MORDOR_FLAG_OUTPOST_UNPACK_COST			800 ;400
#define MORDOR_FLAG_CAMP_UNPACK_COST			2000 ;800
#define MORDOR_FLAG_CASTLE_UNPACK_COST			5000


;------------------------STRUCTURES-------------------
;------------------------LUMBERMILL-------------
#define MORDOR_LUMBERMILL_BUILDCOST			200
#define MORDOR_LUMBERMILL_BUILDTIME			15
#define MORDOR_LUMBERMILL_HEALTH			1500
#define MORDOR_LUMBERMILL_HEALTH_DAMAGED		1000
#define MORDOR_LUMBERMILL_HEALTH_REALLY_DAMAGED		500
#define	MORDOR_LUMBERMILL_SHROUD_CLEAR			160
#define MORDOR_LUMBERMILL_MONEY_TIME 			6000
#define MORDOR_LUMBERMILL_MONEY_AMOUNT			10

#define	MORDOR_LUMBERMILL_LVL1_EXP_AWARD 		10
#define	MORDOR_LUMBERMILL_LVL2_EXP_AWARD 		15
#define	MORDOR_LUMBERMILL_LVL3_EXP_AWARD 		20

#define MORDOR_LUMBERMILL_LVL2_EXP_NEEDED		2000
#define MORDOR_LUMBERMILL_LVL3_EXP_NEEDED 		5000

#define MORDOR_LUMBERMILL_LVL2_HP_ADD           	1500
#define MORDOR_LUMBERMILL_LVL3_HP_ADD           	1500

#define MORDOR_LUMBERMILL_LVL2_PRODUCTION 		1.25
#define MORDOR_LUMBERMILL_LVL3_PRODUCTION 		1.25
#define	MORDOR_LUMBERMILL_BOUNTY_VALUE			50


;------------------------SLAUGHTERHOUSE-------------
#define MORDOR_SLAUGHTERHOUSE_BUILDCOST			350
#define MORDOR_SLAUGHTERHOUSE_BUILDTIME			15
#define MORDOR_SLAUGHTERHOUSE_HEALTH			1500
#define MORDOR_SLAUGHTERHOUSE_HEALTH_DAMAGED		1000
#define MORDOR_SLAUGHTERHOUSE_HEALTH_REALLY_DAMAGED	500
#define	MORDOR_SLAUGHTERHOUSE_SHROUD_CLEAR		160
#define	MORDOR_SLAUGHTERHOUSE_VISION_RANGE		160
#define MORDOR_SLAUGHTERHOUSE_MONEY_TIME 		6000 
#define MORDOR_SLAUGHTERHOUSE_MONEY_AMOUNT		15

#define	MORDOR_SLAUGHTERHOUSE_LVL1_EXP_AWARD 		10
#define	MORDOR_SLAUGHTERHOUSE_LVL2_EXP_AWARD 		15
#define	MORDOR_SLAUGHTERHOUSE_LVL3_EXP_AWARD 		20

#define MORDOR_SLAUGHTERHOUSE_LVL2_EXP_NEEDED		1200 ;750
#define MORDOR_SLAUGHTERHOUSE_LVL3_EXP_NEEDED 		2700 ;3000

#define MORDOR_SLAUGHTERHOUSE_LVL2_HP_ADD           	1500
#define MORDOR_SLAUGHTERHOUSE_LVL3_HP_ADD           	1500

#define MORDOR_SLAUGHTERHOUSE_LVL2_PRODUCTION 		1.2 ;1.34
#define MORDOR_SLAUGHTERHOUSE_LVL3_PRODUCTION 		1.12 ;1.25
#define	MORDOR_SLAUGHTERHOUSE_BOUNTY_VALUE		50

;------------------------FURNACE-------------
#define MORDOR_FURNACE_BUILDCOST			350
#define MORDOR_FURNACE_BUILDTIME			15
#define MORDOR_FURNACE_HEALTH				3000
#define MORDOR_FURNACE_HEALTH_DAMAGED			2000
#define MORDOR_FURNACE_HEALTH_REALLY_DAMAGED		1000
#define	MORDOR_FURNACE_SHROUD_CLEAR			160
#define	MORDOR_FURNACE_VISION_RANGE			160
#define MORDOR_FURNACE_MONEY_TIME 			6000 
#define MORDOR_FURNACE_MONEY_AMOUNT			15

#define	MORDOR_FURNACE_LVL1_EXP_AWARD 			10
#define	MORDOR_FURNACE_LVL2_EXP_AWARD 			15
#define	MORDOR_FURNACE_LVL3_EXP_AWARD 			20

#define MORDOR_FURNACE_LVL2_EXP_NEEDED			1200 ;750
#define MORDOR_FURNACE_LVL3_EXP_NEEDED 			2700 ;3000

#define MORDOR_FURNACE_LVL2_HP_ADD          		1500
#define MORDOR_FURNACE_LVL3_HP_ADD          		2000

#define MORDOR_FURNACE_LVL2_PRODUCTION 			1.2 ;1.34
#define MORDOR_FURNACE_LVL3_PRODUCTION 			1.12 ;1.25
#define	MORDOR_FURNACE_BOUNTY_VALUE			50

;------------------------ORCPIT-------------
#define MORDOR_ORCPIT_BUILDCOST				400
#define MORDOR_ORCPIT_BUILDTIME				35
#define	MORDOR_ORCPIT_SHROUD_CLEAR			160
#define	MORDOR_ORCPIT_VISION_RANGE			160
#define MORDOR_ORCPIT_HEALTH				3000
#define MORDOR_ORCPIT_HEALTH_DAMAGED			2000
#define MORDOR_ORCPIT_HEALTH_REALLY_DAMAGED		1000

#define	MORDOR_ORCPIT_LVL1_EXP_AWARD 			10
#define	MORDOR_ORCPIT_LVL2_EXP_AWARD 			15
#define	MORDOR_ORCPIT_LVL3_EXP_AWARD 			20

#define MORDOR_ORCPIT_LVL2_EXP_NEEDED			1600
#define MORDOR_ORCPIT_LVL3_EXP_NEEDED 			3600

#define MORDOR_ORCPIT_LVL2_HP_ADD          		1500
#define MORDOR_ORCPIT_LVL3_HP_ADD          		1500

#define MORDOR_ORCPIT_LVL2_BUILD_SPEED 			1.25   
#define MORDOR_ORCPIT_LVL3_BUILD_SPEED 			1.5    

#define	MORDOR_ORCPIT_BOUNTY_VALUE			50

;------------------------HARADRIMPALACE-------------
#define MORDOR_HARADRIMPALACE_BUILDCOST			300
#define MORDOR_HARADRIMPALACE_BUILDTIME			30
#define	MORDOR_HARADRIMPALACE_SHROUD_CLEAR		160
#define	MORDOR_HARADRIMPALACE_VISION_RANGE		160
#define MORDOR_HARADRIMPALACE_HEALTH			1500
#define MORDOR_HARADRIMPALACE_HEALTH_DAMAGED		1000
#define MORDOR_HARADRIMPALACE_HEALTH_REALLY_DAMAGED	500

#define	MORDOR_HARADRIMPALACE_LVL1_EXP_AWARD 		10
#define	MORDOR_HARADRIMPALACE_LVL2_EXP_AWARD 		15
#define	MORDOR_HARADRIMPALACE_LVL3_EXP_AWARD 		20

#define MORDOR_HARADRIMPALACE_LVL2_EXP_NEEDED		800
#define MORDOR_HARADRIMPALACE_LVL3_EXP_NEEDED 		2400

#define MORDOR_HARADRIMPALACE_LVL2_HP_ADD          	1500
#define MORDOR_HARADRIMPALACE_LVL3_HP_ADD          	2000

#define MORDOR_HARADRIMPALACE_LVL2_BUILD_SPEED 		1.25   
#define MORDOR_HARADRIMPALACE_LVL3_BUILD_SPEED 		1.5    

#define	MORDOR_HARADRIMPALACE_BOUNTY_VALUE		50


;------------------------TROLLCAGE-------------
#define MORDOR_TROLLCAGE_BUILDCOST			1200
#define MORDOR_TROLLCAGE_BUILDTIME			45
#define	MORDOR_TROLLCAGE_SHROUD_CLEAR			160
#define	MORDOR_TROLLCAGE_VISION_RANGE			160
#define MORDOR_TROLLCAGE_HEALTH				3000
#define MORDOR_TROLLCAGE_HEALTH_DAMAGED			2000
#define MORDOR_TROLLCAGE_HEALTH_REALLY_DAMAGED		1000

#define	MORDOR_TROLLCAGE_LVL1_EXP_AWARD 		10
#define	MORDOR_TROLLCAGE_LVL2_EXP_AWARD 		15
#define	MORDOR_TROLLCAGE_LVL3_EXP_AWARD 		20

#define MORDOR_TROLLCAGE_LVL2_EXP_NEEDED		5000
#define MORDOR_TROLLCAGE_LVL3_EXP_NEEDED 		12000

#define MORDOR_TROLLCAGE_LVL2_HP_ADD          		1500
#define MORDOR_TROLLCAGE_LVL3_HP_ADD          		1500

#define MORDOR_TROLLCAGE_LVL2_BUILD_SPEED 		1.25   
#define MORDOR_TROLLCAGE_LVL3_BUILD_SPEED 		1.5    

#define	MORDOR_TROLLCAGE_BOUNTY_VALUE			50

;------------------------MUMAKILPEN-------------
#define MORDOR_MUMAKILPEN_BUILDCOST			2000 ;1200
#define MORDOR_MUMAKILPEN_BUILDTIME			45
#define	MORDOR_MUMAKILPEN_SHROUD_CLEAR			160
#define	MORDOR_MUMAKILPEN_VISION_RANGE			160
#define MORDOR_MUMAKILPEN_HEALTH			6000
#define MORDOR_MUMAKILPEN_HEALTH_DAMAGED		4000
#define MORDOR_MUMAKILPEN_HEALTH_REALLY_DAMAGED		2000

#define	MORDOR_MUMAKILPEN_LVL1_EXP_AWARD 		10
#define	MORDOR_MUMAKILPEN_LVL2_EXP_AWARD 		15
#define	MORDOR_MUMAKILPEN_LVL3_EXP_AWARD 		20

#define MORDOR_MUMAKILPEN_LVL2_EXP_NEEDED		10000
#define MORDOR_MUMAKILPEN_LVL3_EXP_NEEDED 		20000

#define MORDOR_MUMAKILPEN_LVL2_HP_ADD          		1000
#define MORDOR_MUMAKILPEN_LVL3_HP_ADD          		1000

#define MORDOR_MUMAKILPEN_LVL2_BUILD_SPEED 			1.25   
#define MORDOR_MUMAKILPEN_LVL3_BUILD_SPEED 			1.5    

#define	MORDOR_MUMAKILPEN_BOUNTY_VALUE			50


;------------------------SIEGEWORKS-------------
#define MORDOR_SIEGEWORKS_BUILDCOST			1500 ;1200
#define MORDOR_SIEGEWORKS_BUILDTIME			30
#define	MORDOR_SIEGEWORKS_SHROUD_CLEAR			160
#define	MORDOR_SIEGEWORKS_VISION_RANGE			160
#define MORDOR_SIEGEWORKS_HEALTH			4500
#define MORDOR_SIEGEWORKS_HEALTH_DAMAGED		3000
#define MORDOR_SIEGEWORKS_HEALTH_REALLY_DAMAGED		1500

#define	MORDOR_SIEGEWORKS_LVL1_EXP_AWARD 		10
#define	MORDOR_SIEGEWORKS_LVL2_EXP_AWARD 		15
#define	MORDOR_SIEGEWORKS_LVL3_EXP_AWARD 		20

#define MORDOR_SIEGEWORKS_LVL2_EXP_NEEDED		2000
#define MORDOR_SIEGEWORKS_LVL3_EXP_NEEDED 		4000

#define MORDOR_SIEGEWORKS_LVL2_HP_ADD          		1000
#define MORDOR_SIEGEWORKS_LVL3_HP_ADD          		1000

#define MORDOR_SIEGEWORKS_LVL2_BUILD_SPEED 			1.25   
#define MORDOR_SIEGEWORKS_LVL3_BUILD_SPEED 			1.5    

#define	MORDOR_SIEGEWORKS_BOUNTY_VALUE			50

;------------------------ISENGARD---------------------
;------------------------UNITS------------------------
;------------------------URUKFIGHTER-------------
#define ISENGARD_URUKFIGHTER_BUILDCOST			200
#define ISENGARD_URUKFIGHTER_BUILDTIME			30 ;20
#define	ISENGARD_URUKFIGHTER_VISION_RANGE 		100
#define	ISENGARD_URUKFIGHTER_HORDE_VISION_RANGE 	100
#define ISENGARD_URUKFIGHTER_HEALTH			80
#define ISENGARD_URUKFIGHTER_HEALTH_DAMAGED		80
#define ISENGARD_URUKFIGHTER_HEALTH_RECOVERY_TIME	10000

#define ISENGARD_URUKFIGHTER_PREATTACKDELAY 		1300
#define ISENGARD_URUKFIGHTER_DELAYBETWEENSHOTS 		633
#define ISENGARD_URUKFIGHTER_FIRINGDURATION 		1300
#define ISENGARD_URUKFIGHTER_DAMAGE			10
#define ISENGARD_URUKFIGHTER_DAMAGE_UPGRADE		60 
#define	ISENGARD_URUKFIGHTER_BOUNTY_VALUE		5

;------------------------URUKPIKEMAN-------------
#define ISENGARD_URUKPIKEMAN_BUILDCOST			300
#define ISENGARD_URUKPIKEMAN_BUILDTIME			30 ;20
#define	ISENGARD_URUKPIKEMAN_VISION_RANGE 		100
#define	ISENGARD_URUKPIKEMAN_HORDE_VISION_RANGE 	100
#define ISENGARD_URUKPIKEMAN_HEALTH			80
#define ISENGARD_URUKPIKEMAN_HEALTH_DAMAGED		80
#define ISENGARD_URUKPIKEMAN_HEALTH_RECOVERY_TIME	10000

#define ISENGARD_URUKPIKEMAN_STAB_PREATTACKDELAY 	600
#define ISENGARD_URUKPIKEMAN_STAB_DELAYBETWEENSHOTS 	900
#define ISENGARD_URUKPIKEMAN_STAB_FIRINGDURATION 	900
#define ISENGARD_URUKPIKEMAN_STAB_DAMAGE		20
#define ISENGARD_URUKPIKEMAN_DAMAGE_UPGRADE		70
#define URUK_PIKE_PORCUPINE_DAMAGE			100
#define	ISENGARD_URUKPIKEMAN_BOUNTY_VALUE		5

;------------------------URUKCROSSBOW-------------
#define ISENGARD_URUKCROSSBOW_BUILDCOST			400 ;300
#define ISENGARD_URUKCROSSBOW_BUILDTIME			30 ;20
#define	ISENGARD_URUKCROSSBOW_VISION_RANGE 		320
#define	ISENGARD_URUKCROSSBOW_HORDE_VISION_RANGE 	340
#define ISENGARD_URUKCROSSBOW_HEALTH			80
#define ISENGARD_URUKCROSSBOW_HEALTH_DAMAGED		80
#define ISENGARD_URUKCROSSBOW_HEALTH_RECOVERY_TIME	10000

#define ISENGARD_URUKCROSSBOW_PREATTACKDELAY 		500
#define ISENGARD_URUKCROSSBOW_DELAYBETWEENSHOTS 	1000 ;3500
#define ISENGARD_URUKCROSSBOW_FIRINGDURATION 		1000 ;3500
#define ISENGARD_URUKCROSSBOW_RANGE			320 ;200

;double damage because he misses 50% of the time
#define ISENGARD_URUKCROSSBOW_DAMAGE			10 
#define ISENGARD_URUKCROSSBOW_DAMAGE_UPGRADE		10 
#define ISENGARD_URUKCROSSBOW_DAMAGE_UPGRADE_FLAME	15 ;20 

#define ISENGARD_URUKCROSSBOW_HORDE_RANGE		220 ;150.0 ; NOTE needs to be at least 50.0 less than the bow range.
#define	ISENGARD_URUKCROSSBOW_BOUNTY_VALUE		5

;------------------------WARGRIDER-------------
#define ISENGARD_WARGRIDER_BUILDCOST			800
#define ISENGARD_WARGRIDER_BUILDTIME			40 
#define	ISENGARD_WARGRIDER_VISION_RANGE 		150
#define	ISENGARD_WARGRIDER_HORDE_VISION_RANGE 		150
#define ISENGARD_WARGRIDER_HEALTH			300
#define ISENGARD_WARGRIDER_HEALTH_DAMAGED		300
#define ISENGARD_WARGRIDER_HEALTH_RECOVERY_TIME		10000

#define ISENGARD_WARGRIDER_PREATTACKDELAY 		666 
#define ISENGARD_WARGRIDER_DELAYBETWEENSHOTS 		2000
#define ISENGARD_WARGRIDER_FIRINGDURATION 		1333 

#define ISENGARD_WARGRIDER_DAMAGE			40
#define ISENGARD_WARGRIDER_DAMAGE_UPGRADE		90

#define ISENGARD_WARGRIDER_WARG_PREATTACKDELAY 		800 
#define ISENGARD_WARGRIDER_WARG_DELAYBETWEENSHOTS 	1000
#define ISENGARD_WARGRIDER_WARG_FIRINGDURATION 		400 
 
#define ISENGARD_WARGRIDER_WARG_DAMAGE			60
#define	ISENGARD_WARGRIDER_BOUNTY_VALUE			10

;------------------------BERSERKER-------------
#define ISENGARD_BERSERKER_BUILDCOST			200
#define ISENGARD_BERSERKER_BUILDTIME			20
#define	ISENGARD_BERSERKER_VISION_RANGE 		150
#define ISENGARD_BERSERKER_HEALTH			200
#define ISENGARD_BERSERKER_HEALTH_DAMAGED		200
#define ISENGARD_BERSERKER_HEALTH_RECOVERY_TIME		10000

#define	ISENGARD_BERSERKER_LVL1_EXP_AWARD 		10

#define ISENGARD_BERSERKER_PREATTACKDELAY 		567
#define ISENGARD_BERSERKER_DELAYBETWEENSHOTS 		633
#define ISENGARD_BERSERKER_FIRINGDURATION 		633
#define ISENGARD_BERSERKER_DAMAGE			80
#define ISENGARD_BERSERKER_RADIUS			15
#define ISENGARD_BERSERKER_ARC				90
#define	ISENGARD_BERSERKER_BOUNTY_VALUE			10
;has an 80% dodge chance

#define BERSERKER_DAMAGED_SPEED_MULT 1.1
#define BERSERKER_DAMAGED_DAMAGE_MULT 1.1
#define BERSERKER_REALLY_DAMAGED_SPEED_MULT 1.5
#define BERSERKER_REALLY_DAMAGED_DAMAGE_MULT 1.5


;------------------------BATTERINGRAM-------------
#define ISENGARD_BATTERINGRAM_BUILDCOST			400
#define ISENGARD_BATTERINGRAM_BUILDTIME			30
#define	ISENGARD_BATTERINGRAM_VISION_RANGE 		250
#define ISENGARD_BATTERINGRAM_HEALTH			480
#define ISENGARD_BATTERINGRAM_HEALTH_DAMAGED		240
#define ISENGARD_BATTERINGRAM_HEALTH_RECOVERY_TIME	10000
#define ISENGARD_BATTERINGRAM_PREATTACKDELAY 		1300
#define ISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS 	3000
#define ISENGARD_BATTERINGRAM_FIRINGDURATION 		1100
#define ISENGARD_BATTERINGRAM_DAMAGE			600
#define	ISENGARD_BATTERINGRAM_BOUNTY_VALUE		10

;------------------------BALLISTA-------------
#define ISENGARD_BALLISTA_BUILDCOST			1000
#define ISENGARD_BALLISTA_BUILDTIME			40 ;30
#define	ISENGARD_BALLISTA_VISION_RANGE 			520
#define ISENGARD_BALLISTA_HEALTH			240
#define ISENGARD_BALLISTA_HEALTH_DAMAGED		120
#define ISENGARD_BALLISTA_HEALTH_RECOVERY_TIME		10000

#define	ISENGARD_BALLISTA_LVL1_EXP_AWARD 		10

#define ISENGARD_BALLISTA_PREATTACKDELAY 		1000
#define ISENGARD_BALLISTA_DELAYBETWEENSHOTS 		8000
#define ISENGARD_BALLISTA_FIRINGDURATION 		7000
#define ISENGARD_BALLISTA_DAMAGE			400
#define ISENGARD_BALLISTA_RANGE				420 ;450
#define	ISENGARD_BALLISTA_BOUNTY_VALUE			20

;------------------------EXPLOSIVEMINE-------------
;Has an 80% dodge chance.  
#define ISENGARD_EXPLOSIVEMINE_BUILDCOST		700
#define ISENGARD_EXPLOSIVEMINE_BUILDTIME		45
#define	ISENGARD_EXPLOSIVEMINE_VISION_RANGE 		100
#define ISENGARD_EXPLOSIVEMINE_HEALTH			800
#define ISENGARD_EXPLOSIVEMINE_HEALTH_DAMAGED		400
#define ISENGARD_EXPLOSIVEMINE_HEALTH_RECOVERY_TIME	10000
#define ISENGARD_EXPLOSIVEMINE_MAIN_DAMAGE		7000
#define	ISENGARD_EXPLOSIVEMINE_BOUNTY_VALUE		10

;------------------------SIEGELADDER-------------
;Has a 50% dodge chance. 
#define ISENGARD_SIEGELADDER_BUILDCOST			150
#define ISENGARD_SIEGELADDER_BUILDTIME			30 
#define	ISENGARD_SIEGELADDER_VISION_RANGE 		100
#define ISENGARD_SIEGELADDER_HEALTH			600
#define ISENGARD_SIEGELADDER_HEALTH_DAMAGED		300
#define ISENGARD_SIEGELADDER_HEALTH_RECOVERY_TIME	10000
#define	ISENGARD_SIEGELADDER_BOUNTY_VALUE		10

;------------------------BANNER-------------
#define ISENGARD_BANNER_BUILDCOST			1200 
#define ISENGARD_BANNER_BUILDTIME			30
#define ISENGARD_BANNER_HEALTH				100
#define ISENGARD_BANNER_HEALTH_DAMAGED			100
#define ISENGARD_BANNER_HEALTH_RECOVERY_TIME		10000
#define	ISENGARD_BANNER_VISION_RANGE 			100

#define	ISENGARD_BANNER_LVL1_EXP_AWARD 			3
#define	ISENGARD_BANNER_LVL2_EXP_AWARD 			4
#define	ISENGARD_BANNER_LVL3_EXP_AWARD 			5
#define	ISENGARD_BANNER_LVL4_EXP_AWARD 			6

#define	ISENGARD_BANNER_LVL2_EXP_NEEDED 		10000
#define	ISENGARD_BANNER_LVL3_EXP_NEEDED 		20000
#define	ISENGARD_BANNER_LVL4_EXP_NEEDED 		30000

#define	ISENGARD_BANNER_LVL2_HP_ADD	 		40 ;100
#define	ISENGARD_BANNER_LVL3_HP_ADD	 		40 ;100
#define	ISENGARD_BANNER_LVL4_HP_ADD	 		40 ;100

#define	ISENGARD_BANNER_LVL2_DAM_ADD			20
#define	ISENGARD_BANNER_LVL3_DAM_ADD			20
#define	ISENGARD_BANNER_LVL4_DAM_ADD			20

#define	ISENGARD_BANNER_BOUNTY_VALUE			10

;used same weapon as Uruk Warrior.  

;------------------------UPGRADES-------------------
;------------------------ISENGARD_HEAVYARMOR_PORTER--------
#define ISENGARD_HEAVYARMOR_BUILDCOST			1800
#define ISENGARD_HEAVYARMOR_BUILDTIME			15

;------------------------ISENGARD_FIREARROWS_PORTER--------
#define ISENGARD_FIREARROWPORTER_BUILDCOST		1000 
#define ISENGARD_FIREARROWPORTER_BUILDTIME		10

;------------------------ISENGARD_FORGEDBLADES_PORTER--------
#define ISENGARD_FORGEDBLADES_BUILDCOST			1000
#define ISENGARD_FORGEDBLADES_BUILDTIME			30

;---------------ISENGARD TECHNOLOGY AND UPGRADES--
#define ISENGARD_TECH_BASIC_TRAINING_BUILDCOST		600
#define ISENGARD_TECH_BASIC_TRAINING_BUILDTIME		30

#define ISENGARD_TECH_FIRE_ARROWS_BUILDCOST		1200
#define ISENGARD_TECH_FIRE_ARROWS_BUILDTIME		30

#define ISENGARD_TECH_FORGED_BLADES_BUILDCOST		800
#define ISENGARD_TECH_FORGED_BLADES_BUILDTIME		30

#define ISENGARD_TECH_HEAVY_ARMOR_BUILDCOST		1000
#define ISENGARD_TECH_HEAVY_ARMOR_BUILDTIME		15

;-----
#define ISENGARD_PERSONAL_BASIC_TRAINING_BUILDCOST	600
#define ISENGARD_PERSONAL_BASIC_TRAINING_BUILDTIME	10

#define ISENGARD_PERSONAL_FIRE_ARROWS_BUILDCOST		1000
#define ISENGARD_PERSONAL_FIRE_ARROWS_BUILDTIME		10

#define ISENGARD_PERSONAL_FORGED_BLADES_BUILDCOST	800
#define ISENGARD_PERSONAL_FORGED_BLADES_BUILDTIME	10

#define ISENGARD_PERSONAL_HEAVY_ARMOR_BUILDCOST		800
#define ISENGARD_PERSONAL_HEAVY_ARMOR_BUILDTIME		10

;------------------------STRUCTURES-------------------
;------------------------URUKPIT-------------
#define ISENGARD_URUKPIT_BUILDCOST			300
#define ISENGARD_URUKPIT_BUILDTIME			15
#define ISENGARD_URUKPIT_VISIONRANGE			160
#define ISENGARD_URUKPIT_SHROUDCLEAR			161
#define ISENGARD_URUKPIT_MAXHEALTH			3000
#define ISENGARD_URUKPIT_MAXHEALTHDAMAGED		2000
#define ISENGARD_URUKPIT_MAXHEALTH_REALLYDAMAGED	1000
		
#define	ISENGARD_URUKPIT_LVL1_EXP_AWARD		 	10
#define	ISENGARD_URUKPIT_LVL2_EXP_AWARD 		15
#define	ISENGARD_URUKPIT_LVL3_EXP_AWARD 		20

#define ISENGARD_URUKPIT_LVL2_EXP_NEEDED		1000
#define ISENGARD_URUKPIT_LVL3_EXP_NEEDED 		2000

#define ISENGARD_URUKPIT_LVL2_HP_ADD          		1500
#define ISENGARD_URUKPIT_LVL3_HP_ADD          		1500

#define ISENGARD_URUKPIT_LVL2_BUILD_SPEED 		1.25   
#define ISENGARD_URUKPIT_LVL3_BUILD_SPEED 		1.5    

#define	ISENGARD_URUKPIT_BOUNTY_VALUE			50

;------------------------URUKSIEGEWORKS-------------
#define ISENGARD_URUKSIEGE_BUILDCOST			1500
#define ISENGARD_URUKSIEGE_BUILDTIME			30
#define ISENGARD_URUKSIEGE_VISIONRANGE			160
#define ISENGARD_URUKSIEGE_SHROUDCLEAR			161
#define ISENGARD_URUKSIEGE_MAXHEALTH			3000
#define ISENGARD_URUKSIEGE_MAXHEALTHDAMAGED		2000
#define ISENGARD_URUKSIEGE_MAXHEALTH_REALLYDAMAGED	1000

#define	ISENGARD_URUKSIEGE_LVL1_EXP_AWARD		10
#define	ISENGARD_URUKSIEGE_LVL2_EXP_AWARD 		15
#define	ISENGARD_URUKSIEGE_LVL3_EXP_AWARD 		20

#define ISENGARD_URUKSIEGE_LVL2_EXP_NEEDED		2000
#define ISENGARD_URUKSIEGE_LVL3_EXP_NEEDED 		4000

#define ISENGARD_URUKSIEGE_LVL2_HP_ADD          	1500
#define ISENGARD_URUKSIEGE_LVL3_HP_ADD          	1500

#define ISENGARD_URUKSIEGE_LVL2_BUILD_SPEED 		1.25   
#define ISENGARD_URUKSIEGE_LVL3_BUILD_SPEED 		1.5    

#define	ISENGARD_URUKSIEGE_BOUNTY_VALUE			50


;------------------------WARGPIT-------------
#define ISENGARD_WARGPIT_BUILDCOST			800
#define ISENGARD_WARGPIT_BUILDTIME			30
#define ISENGARD_WARGPIT_VISIONRANGE			160
#define ISENGARD_WARGPIT_SHROUDCLEAR			161
#define ISENGARD_WARGPIT_MAXHEALTH			3000
#define ISENGARD_WARGPIT_MAXHEALTHDAMAGED		2000
#define ISENGARD_WARGPIT_MAXHEALTH_REALLYDAMAGED	1000

#define	ISENGARD_WARGPIT_LVL1_EXP_AWARD		 	10
#define	ISENGARD_WARGPIT_LVL2_EXP_AWARD 		15
#define	ISENGARD_WARGPIT_LVL3_EXP_AWARD 		20

#define ISENGARD_WARGPIT_LVL2_EXP_NEEDED		4000
#define ISENGARD_WARGPIT_LVL3_EXP_NEEDED 		7200

#define ISENGARD_WARGPIT_LVL2_HP_ADD          		1500
#define ISENGARD_WARGPIT_LVL3_HP_ADD    	      	1500

#define ISENGARD_WARGPIT_LVL2_BUILD_SPEED 		1.25   
#define ISENGARD_WARGPIT_LVL3_BUILD_SPEED 		1.5    

#define	ISENGARD_WARGPIT_BOUNTY_VALUE			50


;------------------------ISENGARD_ARMORY-------------
#define ISENGARD_ARMORY_BUILDCOST			1200
#define ISENGARD_ARMORY_BUILDTIME			30
#define ISENGARD_ARMORY_VISIONRANGE			160
#define ISENGARD_ARMORY_SHROUDCLEAR			161
#define ISENGARD_ARMORY_MAXHEALTH			4500
#define ISENGARD_ARMORY_MAXHEALTHDAMAGED		3000
#define ISENGARD_ARMORY_MAXHEALTH_REALLYDAMAGED		1500

#define	ISENGARD_ARMORY_LVL1_EXP_AWARD		 	10
#define	ISENGARD_ARMORY_LVL2_EXP_AWARD 			15
#define	ISENGARD_ARMORY_LVL3_EXP_AWARD 			20

#define ISENGARD_ARMORY_LVL2_EXP_NEEDED			6000 ;2400
#define ISENGARD_ARMORY_LVL3_EXP_NEEDED 		10000 ;4800

#define ISENGARD_ARMORY_LVL2_HP_ADD          		1500
#define ISENGARD_ARMORY_LVL3_HP_ADD    	      		1500

#define ISENGARD_ARMORY_LVL2_BUILD_SPEED 		1.25   
#define ISENGARD_ARMORY_LVL3_BUILD_SPEED 		1.5    

#define	ISENGARD_ARMORY_BOUNTY_VALUE			50


;KEEP NOT HOOKED UP YET
;------------------------ISENKEEP-------------
#define ISENGARD_ISENKEEP_BUILDCOST			800
#define ISENGARD_ISENKEEP_BUILDTIME			30
#define ISENGARD_ISENKEEP_VISIONRANGE			160
#define ISENGARD_ISENKEEP_SHROUDCLEAR			161
#define ISENGARD_ISENKEEP_MAXHEALTH			2000
#define ISENGARD_ISENKEEP_MAXHEALTHDAMAGED		1500
#define ISENGARD_ISENKEEP_MAXHEALTH_REALLYDAMAGED	500
#define	ISENGARD_ISENKEEP_BOUNTY_VALUE			20


;------------------------FLAGS------------------------
#define ISENGARD_FLAG_ECONOMY_UNPACK_COST		200
#define ISENGARD_FLAG_OUTPOST_UNPACK_COST		800 ;400
#define ISENGARD_FLAG_CAMP_UNPACK_COST			2000 ;800
#define ISENGARD_FLAG_CASTLE_UNPACK_COST		5000



;-------------------------Central Keeps--------------------

#define MORDOR_CENTRAL_CAMP_KEEP_HEALTH			4000
#define ISGENARD_CENTRAL_CAMP_KEEP_HEALTH		4000
#define ROHAN_CENTRAL_CAMP_KEEP_HEALTH			4000
#define ROHAN_CENTRAL_GOLDENHALL_HEALTH			4000
#define GONDOR_CENTRAL_CAMP_KEEP_HEALTH			4000

;------------------------HEROES-----------------------
; Temp location for BOUNTY_VALUE Macros for heroes 
; until those units get added to this file.

#define	ROHAN_EOMER_BOUNTY_VALUE			20
#define ROHAN_EOWYN_BOUNTY_VALUE			20
#define ROHAN_FRODO_BOUNTY_VALUE			20
#define ROHAN_GAMLING_BOUNTY_VALUE			20
#define ROHAN_GIMLI_BOUNTY_VALUE			30
#define ROHAN_LEGOLAS_BOUNTY_VALUE			30
#define ROHAN_MERRY_BOUNTY_VALUE			10
#define ROHAN_PIPPIN_BOUNTY_VALUE			10
#define ROHAN_SAM_BOUNTY_VALUE				10
#define ROHAN_THEODEN_BOUNTY_VALUE			30

#define GONDOR_ARAGORN_BOUNTY_VALUE			30
#define GONDOR_BOROMIR_BOUNTY_VALUE			20
#define GONDOR_DAMROD_BOUNTY_VALUE			20
#define GONDOR_DENETHOR_BOUNTY_VALUE			20
#define GONDOR_FARAMIR_BOUNTY_VALUE			20
#define GONDOR_GANDALFWHITE_BOUNTY_VALUE		50
#define GONDOR_GANDALFGREY_BOUNTY_VALUE			50
#define GONDOR_GWAIHIR_BOUNTY_VALUE			50

#define ELVEN_ARWEN_BOUNTY_VALUE			20
#define ELVEN_ELROND_BOUNTY_VALUE			20
#define ELVEN_GALADRIEL_BOUNTY_VALUE			20
#define ELVEN_HALDIR_BOUNTY_VALUE			20
#define ELVEN_ISILDUR_BOUNTY_VALUE			20

#define MORDOR_SAURON_BOUNTY_VALUE			1000

#define ISENGARD_SARUMAN_BOUNTY_VALUE			50

;----------------Generic Hero Level Up Bonuses --------
#define	HERO_LVL2_HP_ADD	 			60 ;100
#define	HERO_LVL3_HP_ADD	 			60 ;100
#define	HERO_LVL4_HP_ADD	 			80 ;100
#define	HERO_LVL5_HP_ADD	 			100
#define	HERO_LVL6_HP_ADD	 			100 ;200
#define	HERO_LVL7_HP_ADD	 			100 ;200
#define	HERO_LVL8_HP_ADD	 			100 ;200
#define	HERO_LVL9_HP_ADD	 			100 ;250
#define	HERO_LVL10_HP_ADD	 			100 ;250

#define	HERO_LVL2_DAM_ADD				10
#define	HERO_LVL3_DAM_ADD				10
#define	HERO_LVL4_DAM_ADD				10
#define	HERO_LVL5_DAM_ADD				10
#define	HERO_LVL6_DAM_ADD				10
#define	HERO_LVL7_DAM_ADD				10
#define	HERO_LVL8_DAM_ADD				10
#define	HERO_LVL9_DAM_ADD				10
#define	HERO_LVL10_DAM_ADD				20

;----------------Generic Hobbit Level Up Bonuses --------
#define	HOBBIT_LVL2_HP_ADD	 			20
#define	HOBBIT_LVL3_HP_ADD	 			20
#define	HOBBIT_LVL4_HP_ADD	 			20
#define	HOBBIT_LVL5_HP_ADD	 			20
#define	HOBBIT_LVL6_HP_ADD	 			25
#define	HOBBIT_LVL7_HP_ADD	 			25
#define	HOBBIT_LVL8_HP_ADD	 			25
#define	HOBBIT_LVL9_HP_ADD	 			30
#define	HOBBIT_LVL10_HP_ADD	 			30

#define	HOBBIT_LVL2_DAM_ADD				10
#define	HOBBIT_LVL3_DAM_ADD				10
#define	HOBBIT_LVL4_DAM_ADD				10
#define	HOBBIT_LVL5_DAM_ADD				10
#define	HOBBIT_LVL6_DAM_ADD				15
#define	HOBBIT_LVL7_DAM_ADD				15
#define	HOBBIT_LVL8_DAM_ADD				15
#define	HOBBIT_LVL9_DAM_ADD				20
#define	HOBBIT_LVL10_DAM_ADD				20

;----------------Generic Hero Resurect Times --------
#define	HERO_LVL1_REZ	 				30
#define	HERO_LVL2_REZ	 				60
#define	HERO_LVL3_REZ	 				60
#define	HERO_LVL4_REZ	 				90
#define	HERO_LVL5_REZ	 				90
#define	HERO_LVL6_REZ	 				90
#define	HERO_LVL7_REZ	 				90
#define	HERO_LVL8_REZ	 				90
#define	HERO_LVL9_REZ	 				120
#define	HERO_LVL10_REZ	 				120


;-----------------------Theoden------------------
#define THEODEN_BUILDCOST				1200
#define THEODEN_BUILDTIME				30
#define THEODEN_HEALTH					800

#define	THEODEN_LVL1_EXP_AWARD 				40
#define	THEODEN_LVL2_EXP_AWARD 				50
#define	THEODEN_LVL3_EXP_AWARD 				60
#define	THEODEN_LVL4_EXP_AWARD 				70
#define	THEODEN_LVL5_EXP_AWARD 				80
#define	THEODEN_LVL6_EXP_AWARD 				90
#define	THEODEN_LVL7_EXP_AWARD 				100
#define	THEODEN_LVL8_EXP_AWARD 				120
#define	THEODEN_LVL9_EXP_AWARD 				150
#define	THEODEN_LVL10_EXP_AWARD 			200

#define	THEODEN_LVL2_EXP_NEEDED 			50 ;100
#define	THEODEN_LVL3_EXP_NEEDED 			100 ;200
#define	THEODEN_LVL4_EXP_NEEDED 			200 ;400
#define	THEODEN_LVL5_EXP_NEEDED 			300 ;600
#define	THEODEN_LVL6_EXP_NEEDED 			500 ;800
#define	THEODEN_LVL7_EXP_NEEDED 			700 ;1000
#define	THEODEN_LVL8_EXP_NEEDED 			900 ;1200
#define	THEODEN_LVL9_EXP_NEEDED 			1100 ; 1600
#define	THEODEN_LVL10_EXP_NEEDED 			1500 ;2000

#define THEODEN_PREATTACKDELAY 				1000
#define THEODEN_DELAYBETWEENSHOTS 			1250
#define THEODEN_FIRINGDURATION 				1400
#define	THEODEN_DAMAGE						50		; turned this up a little because animations slowed down...

#define THEODEN_MOUNTED_PREATTACKDELAY 		700
#define THEODEN_MOUNTED_DELAYBETWEENSHOTS 	800
#define THEODEN_MOUNTED_FIRINGDURATION 		800
#define	THEODEN_MOUNTED_DAMAGE				35

;-----------------------Eowyn------------------
#define EOWYN_BUILDCOST					1200
#define EOWYN_BUILDTIME					30
#define EOWYN_HEALTH					800

#define	EOWYN_LVL1_EXP_AWARD 				40
#define	EOWYN_LVL2_EXP_AWARD 				50
#define	EOWYN_LVL3_EXP_AWARD 				60
#define	EOWYN_LVL4_EXP_AWARD 				70
#define	EOWYN_LVL5_EXP_AWARD 				80
#define	EOWYN_LVL6_EXP_AWARD 				90
#define	EOWYN_LVL7_EXP_AWARD 				100
#define	EOWYN_LVL8_EXP_AWARD 				120
#define	EOWYN_LVL9_EXP_AWARD 				150
#define	EOWYN_LVL10_EXP_AWARD 				200

#define	EOWYN_LVL2_EXP_NEEDED 				50 ;100
#define	EOWYN_LVL3_EXP_NEEDED 				100 ;200
#define	EOWYN_LVL4_EXP_NEEDED 				200 ;400
#define	EOWYN_LVL5_EXP_NEEDED 				300 ;600
#define	EOWYN_LVL6_EXP_NEEDED 				400 ;800
#define	EOWYN_LVL7_EXP_NEEDED 				500 ;1000
#define	EOWYN_LVL8_EXP_NEEDED 				600 ;1200
#define	EOWYN_LVL9_EXP_NEEDED 				700 ;1600
#define	EOWYN_LVL10_EXP_NEEDED 				800 ;2000

#define EOWYN_PREATTACKDELAY 				1000
#define EOWYN_DELAYBETWEENSHOTS 			600
#define EOWYN_FIRINGDURATION 				1500
#define	EOWYN_DAMAGE					40

#define	EOWYN_SMITE_DAMAGE				500
#define EOWYN_SHIELD_MAIDEN_ARMOR_BONUS_PERCENTAGE      50%		
#define EOWYN_SHIELD_MAIDEN_DAMAGE_BONUS_MULT		2.0

;-----------------------Eomer------------------
#define EOMER_BUILDCOST					1200
#define EOMER_BUILDTIME					30
#define EOMER_HEALTH					1200

#define	EOMER_LVL1_EXP_AWARD 				40
#define	EOMER_LVL2_EXP_AWARD 				50
#define	EOMER_LVL3_EXP_AWARD 				60
#define	EOMER_LVL4_EXP_AWARD 				70
#define	EOMER_LVL5_EXP_AWARD 				80
#define	EOMER_LVL6_EXP_AWARD 				90
#define	EOMER_LVL7_EXP_AWARD 				100
#define	EOMER_LVL8_EXP_AWARD 				120
#define	EOMER_LVL9_EXP_AWARD 				150
#define	EOMER_LVL10_EXP_AWARD 				200

#define	EOMER_LVL2_EXP_NEEDED 				50 ;100
#define	EOMER_LVL3_EXP_NEEDED 				100 ;200
#define	EOMER_LVL4_EXP_NEEDED 				200 ;400
#define	EOMER_LVL5_EXP_NEEDED 				300 ;600
#define	EOMER_LVL6_EXP_NEEDED 				500 ;800
#define	EOMER_LVL7_EXP_NEEDED 				700 ;1000
#define	EOMER_LVL8_EXP_NEEDED 				800 ;1200
#define	EOMER_LVL9_EXP_NEEDED 				1100 ;1600
#define	EOMER_LVL10_EXP_NEEDED 				1500 ;2000

#define EOMER_PREATTACKDELAY 				700
#define EOMER_DELAYBETWEENSHOTS 			800
#define EOMER_FIRINGDURATION 				800
#define	EOMER_DAMAGE					40

#define EOMER_SPEAR_PREATTACKDELAY 			2733 ;600
#define EOMER_SPEAR_DELAYBETWEENSHOTS 			800
#define EOMER_SPEAR_FIRINGDURATION 			2900 ;800


#define	EOMER_SPEAR_DAMAGE				400 ;200

;-----------------------Aragorn------------------
#define ARAGORN_BUILDCOST				3000
#define ARAGORN_BUILDTIME				30
#define ARAGORN_HEALTH					1200

#define	ARAGORN_LVL1_EXP_AWARD 				70
#define	ARAGORN_LVL2_EXP_AWARD 				80
#define	ARAGORN_LVL3_EXP_AWARD 				90
#define	ARAGORN_LVL4_EXP_AWARD 				100
#define	ARAGORN_LVL5_EXP_AWARD 				120
#define	ARAGORN_LVL6_EXP_AWARD 				150
#define	ARAGORN_LVL7_EXP_AWARD 				180
#define	ARAGORN_LVL8_EXP_AWARD 				210
#define	ARAGORN_LVL9_EXP_AWARD 				250
#define	ARAGORN_LVL10_EXP_AWARD 			300

#define	ARAGORN_LVL2_EXP_NEEDED 			50 ;200 
#define	ARAGORN_LVL3_EXP_NEEDED 			100 ;400 
#define	ARAGORN_LVL4_EXP_NEEDED 			200 ;600 
#define	ARAGORN_LVL5_EXP_NEEDED 			300 ;800 
#define	ARAGORN_LVL6_EXP_NEEDED 			500 ;1000 
#define	ARAGORN_LVL7_EXP_NEEDED 			700 ;1200 
#define	ARAGORN_LVL8_EXP_NEEDED 			900 ;1400 
#define	ARAGORN_LVL9_EXP_NEEDED 			1100 ;1600 
#define	ARAGORN_LVL10_EXP_NEEDED 			1500 ;2000

#define ARAGORN_PREATTACKDELAY 				600
#define ARAGORN_DELAYBETWEENSHOTS 			600
#define ARAGORN_FIRINGDURATION 				1000 ;600
#define	ARAGORN_DAMAGE					60

;-----------------------Gimli------------------
#define GIMLI_BUILDCOST					2500
#define GIMLI_BUILDTIME					30
#define GIMLI_HEALTH					2000

#define	GIMLI_LVL1_EXP_AWARD 				70
#define	GIMLI_LVL2_EXP_AWARD 				80
#define	GIMLI_LVL3_EXP_AWARD 				90
#define	GIMLI_LVL4_EXP_AWARD 				100
#define	GIMLI_LVL5_EXP_AWARD 				120
#define	GIMLI_LVL6_EXP_AWARD 				150
#define	GIMLI_LVL7_EXP_AWARD 				180
#define	GIMLI_LVL8_EXP_AWARD 				210
#define	GIMLI_LVL9_EXP_AWARD 				250
#define	GIMLI_LVL10_EXP_AWARD 				300

#define	GIMLI_LVL2_EXP_NEEDED 				50 ;200 
#define	GIMLI_LVL3_EXP_NEEDED 				100 ;400 
#define	GIMLI_LVL4_EXP_NEEDED 				200 ;600 
#define	GIMLI_LVL5_EXP_NEEDED 				300 ;800 
#define	GIMLI_LVL6_EXP_NEEDED 				500 ;1000 
#define	GIMLI_LVL7_EXP_NEEDED 				700 ;1200 
#define	GIMLI_LVL8_EXP_NEEDED 				900 ;1400 
#define	GIMLI_LVL9_EXP_NEEDED 				1100 ;1600
#define	GIMLI_LVL10_EXP_NEEDED 				1500 ;2000

#define GIMLI_PREATTACKDELAY 				433
#define GIMLI_DELAYBETWEENSHOTS 			600
#define GIMLI_FIRINGDURATION 				600
#define	GIMLI_DAMAGE					60
#define GIMLI_PREATTACKDELAY_SUPER			833
#define GIMLI_DELAYBETWEENSHOTS_SUPER			600
#define GIMLI_FIRINGDURATION_SUPER			900
#define	GIMLI_DAMAGE_SUPER				160
#define	GIMLI_LEAP_DAMAGE				120

#define	GIMLI_THROW_DAMAGE				400
#define	GIMLI_THROW_RANGE				175

;-----------------------Legolas------------------
#define LEGOLAS_BUILDCOST				3000
#define LEGOLAS_BUILDTIME				30
#define LEGOLAS_HEALTH					1000

#define	LEGOLAS_LVL1_EXP_AWARD 				70
#define	LEGOLAS_LVL2_EXP_AWARD 				80
#define	LEGOLAS_LVL3_EXP_AWARD 				90
#define	LEGOLAS_LVL4_EXP_AWARD 				100
#define	LEGOLAS_LVL5_EXP_AWARD 				120
#define	LEGOLAS_LVL6_EXP_AWARD 				150
#define	LEGOLAS_LVL7_EXP_AWARD 				180
#define	LEGOLAS_LVL8_EXP_AWARD 				210
#define	LEGOLAS_LVL9_EXP_AWARD 				250
#define	LEGOLAS_LVL10_EXP_AWARD 			300

#define	LEGOLAS_LVL2_EXP_NEEDED 			50 ;200 
#define	LEGOLAS_LVL3_EXP_NEEDED 			100 ;400 
#define	LEGOLAS_LVL4_EXP_NEEDED 			200 ;600 
#define	LEGOLAS_LVL5_EXP_NEEDED 			300 ;800 
#define	LEGOLAS_LVL6_EXP_NEEDED 			500 ;1000 
#define	LEGOLAS_LVL7_EXP_NEEDED 			700 ;1200 
#define	LEGOLAS_LVL8_EXP_NEEDED 			900 ;1400 
#define	LEGOLAS_LVL9_EXP_NEEDED 			1100 ;1600
#define	LEGOLAS_LVL10_EXP_NEEDED 			1500 ;2000

#define LEGOLAS_PREATTACKDELAY 				800 
#define LEGOLAS_DELAYBETWEENSHOTS 			0 
#define LEGOLAS_FIRINGDURATION 				0
#define LEGOLAS_RELOADTIME_MIN				1000
#define LEGOLAS_RELOADTIME_MAX				1000
#define	LEGOLAS_BOW_RANGE				400
#define	LEGOLAS_BOW_DAMAGE				60

#define	LEGOLAS_HAWKSTRIKE_DAMAGE			200
#define	LEGOLAS_HAWKSTRIKE_RANGE			410

#define	LEGOLAS_ARROWSTORM_DAMAGE			80
#define	LEGOLAS_ARROWSTORM_RANGE			400

#define LEGOLAS_KNIFE_PREATTACKDELAY 			500
#define LEGOLAS_KNIFE_DELAYBETWEENSHOTS 		1
#define LEGOLAS_KNIFE_FIRINGDURATION 			500
#define	LEGOLAS_KNIFE_DAMAGE				40


;-----------------------Gandalf the Grey------------------
#define GANDALF_THE_GREY_BUILDCOST			6000
#define GANDALF_THE_GREY_BUILDTIME			45
#define GANDALF_THE_GREY_HEALTH				1200

#define	GANDALF_LVL1_EXP_AWARD 				70
#define	GANDALF_LVL2_EXP_AWARD 				80
#define	GANDALF_LVL3_EXP_AWARD 				90
#define	GANDALF_LVL4_EXP_AWARD 				100
#define	GANDALF_LVL5_EXP_AWARD 				120
#define	GANDALF_LVL6_EXP_AWARD 				150
#define	GANDALF_LVL7_EXP_AWARD 				180
#define	GANDALF_LVL8_EXP_AWARD 				210
#define	GANDALF_LVL9_EXP_AWARD 				250
#define	GANDALF_LVL10_EXP_AWARD 			300

;Gandalf requires more exp becaues of his AOE powers
#define	GANDALF_LVL2_EXP_NEEDED 			100 ;300 
#define	GANDALF_LVL3_EXP_NEEDED 			200 ;600 
#define	GANDALF_LVL4_EXP_NEEDED 			300 ;1000 
#define	GANDALF_LVL5_EXP_NEEDED 			500 ;1400 
#define	GANDALF_LVL6_EXP_NEEDED 			700 ;1800 
#define	GANDALF_LVL7_EXP_NEEDED 			900 ;2200 
#define	GANDALF_LVL8_EXP_NEEDED 			1100 ;2600 
#define	GANDALF_LVL9_EXP_NEEDED 			1500 ;3000 
#define	GANDALF_LVL10_EXP_NEEDED 			2000 ;4000 

#define GANDALF_THE_GREY_PREATTACKDELAY 		633
#define GANDALF_THE_GREY_DELAYBETWEENSHOTS 		867
#define GANDALF_THE_GREY_FIRINGDURATION 		900 ;867
#define	GANDALF_THE_GREY_DAMAGE				100

#define	GANDALF_FORCE_ATTaCK_DAMAGE			100
#define	GANDALF_FORCE_ATTaCK_RANGE			100

#define	GANDALF_WORD_OF_POWER_DAMAGE			240 ;500
#define	GANDALF_WORD_OF_POWER_RANGE			120

#define	GANDALF_LIGHTNING_DAMAGE			100
#define	GANDALF_LIGHTNING_DAMAGE_FLAME			60
#define	GANDALF_LIGHTNING_RANGE				300

#define	GANDALF_PHASER_DAMAGE				800 ;1000
#define	GANDALF_PHASER_RANGE				200
#define	GANDALF_PHASER_CAST_RANGE			180 ; need to be a little less that the phaser range.

;-----------------------Gandalf the White------------------
#define GANDALF_THE_WHITE_BUILDCOST			6000
#define GANDALF_THE_WHITE_BUILDTIME			45
#define GANDALF_THE_WHITE_HEALTH			1200


;-----------------------Boromir------------------
#define BOROMIR_BUILDCOST				1400
#define BOROMIR_BUILDTIME				30
#define BOROMIR_HEALTH					1200

#define	BOROMIR_LVL1_EXP_AWARD 				40
#define	BOROMIR_LVL2_EXP_AWARD 				50
#define	BOROMIR_LVL3_EXP_AWARD 				60
#define	BOROMIR_LVL4_EXP_AWARD 				70
#define	BOROMIR_LVL5_EXP_AWARD 				80
#define	BOROMIR_LVL6_EXP_AWARD 				90
#define	BOROMIR_LVL7_EXP_AWARD 				100
#define	BOROMIR_LVL8_EXP_AWARD 				120
#define	BOROMIR_LVL9_EXP_AWARD 				150
#define	BOROMIR_LVL10_EXP_AWARD 			200

#define	BOROMIR_LVL2_EXP_NEEDED 			50 ;100 
#define	BOROMIR_LVL3_EXP_NEEDED 			100 ;400 
#define	BOROMIR_LVL4_EXP_NEEDED 			200 ;600 
#define	BOROMIR_LVL5_EXP_NEEDED 			300 ;800 
#define	BOROMIR_LVL6_EXP_NEEDED 			500 ;1000 
#define	BOROMIR_LVL7_EXP_NEEDED 			700 ;1200 
#define	BOROMIR_LVL8_EXP_NEEDED 			900 ;1400 
#define	BOROMIR_LVL9_EXP_NEEDED 			1100 ;1600
#define	BOROMIR_LVL10_EXP_NEEDED 			1500 ;2000

#define BOROMIR_PREATTACKDELAY 				733
#define BOROMIR_DELAYBETWEENSHOTS 			766
#define BOROMIR_FIRINGDURATION 				866
#define	BOROMIR_DAMAGE					50

;-----------------------Merry------------------
#define MERRY_HEALTH					200
#define HOBBIT_BUILD_COST				100
#define HOBBIT_BUILD_TIME				20

#define	HOBBIT_LVL1_EXP_AWARD 				10
#define	HOBBIT_LVL2_EXP_AWARD 				10
#define	HOBBIT_LVL3_EXP_AWARD 				10
#define	HOBBIT_LVL4_EXP_AWARD 				10
#define	HOBBIT_LVL5_EXP_AWARD 				10
#define	HOBBIT_LVL6_EXP_AWARD 				10
#define	HOBBIT_LVL7_EXP_AWARD 				10
#define	HOBBIT_LVL8_EXP_AWARD 				10
#define	HOBBIT_LVL9_EXP_AWARD 				10
#define	HOBBIT_LVL10_EXP_AWARD 				10

#define	HOBBIT_LVL2_EXP_NEEDED 				30 ;100 
#define	HOBBIT_LVL3_EXP_NEEDED 				60 ;200 
#define	HOBBIT_LVL4_EXP_NEEDED 				100 ;300
#define	HOBBIT_LVL5_EXP_NEEDED 				150 ;400
#define	HOBBIT_LVL6_EXP_NEEDED 				200 ;600
#define	HOBBIT_LVL7_EXP_NEEDED 				250 ;800
#define	HOBBIT_LVL8_EXP_NEEDED 				300 ;1000
#define	HOBBIT_LVL9_EXP_NEEDED 				350 ;1200
#define	HOBBIT_LVL10_EXP_NEEDED 			400 ;1400

#define HOBBIT_SWORD_PREATTACKDELAY 			567
#define HOBBIT_SWORD_DELAYBETWEENSHOTS 			633
#define HOBBIT_SWORD_FIRINGDURATION 			833
#define	HOBBIT_SWORD_DAMAGE				30

#define	HOBBIT_ROCK_DAMAGE				40
#define	HOBBIT_ROCK_RANGE				200

;-----------------------Pippin------------------
#define PIPPIN_HEALTH					200

;-----------------------Frodo------------------
#define FRODO_HEALTH					400

#define FRODO_PREATTACKDELAY 				841
#define FRODO_DELAYBETWEENSHOTS 			826
#define FRODO_FIRINGDURATION 				826
#define	FRODO_DAMAGE					60

;-----------------------Sam------------------
#define SAM_HEALTH					300

#define SAM_PAN_PREATTACKDELAY 				800
#define SAM_PAN_DELAYBETWEENSHOTS 			800
#define SAM_PAN_FIRINGDURATION 				800
#define	SAM_PAN_DAMAGE					100

;-----------------------Faramir------------------
#define FARAMIR_BUILDCOST				1200
#define FARAMIR_BUILDTIME				30
#define FARAMIR_HEALTH					800

#define	FARAMIR_LVL1_EXP_AWARD 				40
#define	FARAMIR_LVL2_EXP_AWARD 				50
#define	FARAMIR_LVL3_EXP_AWARD 				60
#define	FARAMIR_LVL4_EXP_AWARD 				70
#define	FARAMIR_LVL5_EXP_AWARD 				80
#define	FARAMIR_LVL6_EXP_AWARD 				90
#define	FARAMIR_LVL7_EXP_AWARD 				100
#define	FARAMIR_LVL8_EXP_AWARD 				120
#define	FARAMIR_LVL9_EXP_AWARD 				150
#define	FARAMIR_LVL10_EXP_AWARD 			200

#define	FARAMIR_LVL2_EXP_NEEDED 			50 ;60
#define	FARAMIR_LVL3_EXP_NEEDED 			100 ;200
#define	FARAMIR_LVL4_EXP_NEEDED 			200 ;400
#define	FARAMIR_LVL5_EXP_NEEDED 			300 ;600
#define	FARAMIR_LVL6_EXP_NEEDED 			500 ;800
#define	FARAMIR_LVL7_EXP_NEEDED 			700 ;1000
#define	FARAMIR_LVL8_EXP_NEEDED 			900 ;1200
#define	FARAMIR_LVL9_EXP_NEEDED 			1100 ;1600
#define	FARAMIR_LVL10_EXP_NEEDED 			1500 ;2000

#define FARAMIR_PREATTACKDELAY     			700
#define FARAMIR_DELAYBETWEENSHOTS    			1500
#define FARAMIR_FIRINGDURATION     			800

#define FARAMIR_BOW_PREATTACKDELAY 			1170
#define FARAMIR_BOW_DELAYBETWEENSHOTS 			0
#define FARAMIR_BOW_FIRINGDURATION 			0
#define FARAMIR_BOW_RELOADTIME_MIN			1500
#define FARAMIR_BOW_RELOADTIME_MAX			2000

#define	FARAMIR_DAMAGE					50
#define	FARAMIR_BOW_DAMAGE				30
#define	FARAMIR_BOW_RANGE				350

#define	FARAMIR_WOUNDING_ARROW_DAMAGE			300
#define	FARAMIR_WOUNDING_ARROW_RANGE			350

;-----------------------Lurtz------------------
#define LURTZ_BUILDCOST					1200
#define LURTZ_BUILDTIME					30
#define LURTZ_HEALTH					1200

#define	LURTZ_LVL1_EXP_AWARD 				40
#define	LURTZ_LVL2_EXP_AWARD 				50
#define	LURTZ_LVL3_EXP_AWARD 				60
#define	LURTZ_LVL4_EXP_AWARD 				70
#define	LURTZ_LVL5_EXP_AWARD 				80
#define	LURTZ_LVL6_EXP_AWARD 				90
#define	LURTZ_LVL7_EXP_AWARD 				100
#define	LURTZ_LVL8_EXP_AWARD 				120
#define	LURTZ_LVL9_EXP_AWARD 				150
#define	LURTZ_LVL10_EXP_AWARD 				200

#define	LURTZ_LVL2_EXP_NEEDED 				50 ;60
#define	LURTZ_LVL3_EXP_NEEDED 				100 ;200
#define	LURTZ_LVL4_EXP_NEEDED 				200 ;400
#define	LURTZ_LVL5_EXP_NEEDED 				300 ;600
#define	LURTZ_LVL6_EXP_NEEDED 				500 ;800
#define	LURTZ_LVL7_EXP_NEEDED 				700 ;1000
#define	LURTZ_LVL8_EXP_NEEDED 				900 ;1200
#define	LURTZ_LVL9_EXP_NEEDED 				1100 ;1600
#define	LURTZ_LVL10_EXP_NEEDED 				1500 ;2000

#define LURTZ_PREATTACKDELAY 				1000
#define LURTZ_DELAYBETWEENSHOTS 			1500
#define LURTZ_FIRINGDURATION 				1500
#define	LURTZ_DAMAGE					60

#define LURTZ_CARNAGE_PREATTACKDELAY 			367
#define LURTZ_CARNAGE_DELAYBETWEENSHOTS 		1200
#define LURTZ_CARNAGE_FIRINGDURATION 			833
#define LURTZ_CARNAGE_DAMAGE				160

#define LURTZ_BOW_PREATTACKDELAY			1500;
#define LURTZ_BOW_DELAYBETWEENSHOTS			0
#define LURTZ_BOW_FIRINGDURATION			0
#define LURTZ_BOW_RELOADTIME_MIN			1467
#define LURTZ_BOW_RELOADTIME_MAX			1667
#define	LURTZ_BOW_RANGE					350
#define LURTZ_BOW_DAMAGE				40

#define	LURTZ_BOW_STUN_RANGE				350
#define LURTZ_BOW_STUN_DAMAGE				200 ;400

;-----------------------Saruman------------------
#define SARUMAN_BUILDCOST				5000
#define SARUMAN_BUILDTIME				45
#define SARUMAN_HEALTH					1000

#define	SARUMAN_LVL1_EXP_AWARD 				70
#define	SARUMAN_LVL2_EXP_AWARD 				80
#define	SARUMAN_LVL3_EXP_AWARD 				90
#define	SARUMAN_LVL4_EXP_AWARD 				100
#define	SARUMAN_LVL5_EXP_AWARD 				120
#define	SARUMAN_LVL6_EXP_AWARD 				150
#define	SARUMAN_LVL7_EXP_AWARD 				180
#define	SARUMAN_LVL8_EXP_AWARD 				210
#define	SARUMAN_LVL9_EXP_AWARD 				250
#define	SARUMAN_LVL10_EXP_AWARD 			300

#define	SARUMAN_LVL2_EXP_NEEDED 			100 ;60
#define	SARUMAN_LVL3_EXP_NEEDED 			200 ;200
#define	SARUMAN_LVL4_EXP_NEEDED 			300 ;400
#define	SARUMAN_LVL5_EXP_NEEDED 			500 ;600
#define	SARUMAN_LVL6_EXP_NEEDED 			700 ;800
#define	SARUMAN_LVL7_EXP_NEEDED 			900 ;1000
#define	SARUMAN_LVL8_EXP_NEEDED 			1100 ;1200
#define	SARUMAN_LVL9_EXP_NEEDED 			1500 ;1600
#define	SARUMAN_LVL10_EXP_NEEDED 			2000 ;2000

#define SARUMAN_PREATTACKDELAY 				1100
#define SARUMAN_DELAYBETWEENSHOTS 			1000
#define SARUMAN_FIRINGDURATION 				1566
#define	SARUMAN_DAMAGE					80

#define	SARUMAN_FORCE_ATTACK_DAMAGE			120

#define	SARUMAN_FIREBALL_DAMAGE				400
#define	SARUMAN_FIREBALL_DAMAGE_SIEGE			400
#define SARUMAN_FIREBALL_RADIUS				30.0
#define SARUMAN_FIREBALL_RANGE				250
#define SARUMAN_FIREBALL_RELOAD_TIME			60000


;-----------------------Nazgul------------------
#define NAZGUL_BUILDCOST				5000
#define NAZGUL_BUILDTIME				60
#define NAZGUL_HEALTH					3000 ;3500

#define	NAZGUL_PLOW_DAMAGE_INNER			200 ;100 ;200
#define	NAZGUL_PLOW_DAMAGE_OUTER			200 ;50 ;200
;ok so both hit a hero and claws do nothing.  

#define	NAZGUL_CLAW_DAMAGE				200

#define	NAZGUL_FLY_INTO_DAMAGE 				100

#define NAZGUL_GRAB_SPLASH_DAMAGE			240.0		
#define NAZGUL_GRAB_RADIUS_OF_DAMAGE			30.0		
#define NAZGUL_GRAB_AMOUNT_OF_SHOCK			20.0
#define NAZGUL_GRAB_RADIUS_OF_SHOCK			50.0
#define	NAZGUL_GRAB_ARC_OF_SHOCK			90.0		;0 to 360 how big is the arc of affect


;-----------------------WitchKing On FellBeast---
#define WITCHKING_ON_FELLBEAST_BUILDCOST		8000
#define WITCHKING_ON_FELLBEAST_BUILDTIME		60
#define WITCHKING_ON_FELLBEAST_HEALTH			4000

#define WITCHKING_SWORD_PREATTACKDELAY 			500
#define WITCHKING_DELAYBETWEENSHOTS 			700
#define WITCHKING_FIRINGDURATION 			700
#define	WITCHKING_DAMAGE				320

#define WITCHKING_MORGULBLADE_PREATTACKDELAY 		500
#define WITCHKING_MORGULBLADE_DELAYBETWEENSHOTS 	700
#define WITCHKING_MORGULBLADE_FIRINGDURATION 		700
#define	WITCHKING_MORGULBLADE_DAMAGE			200

#define WITCHKING_MACE_PREATTACKDELAY 			1250
#define WITCHKING_MACE_DELAYBETWEENSHOTS 		1000
#define WITCHKING_MACE_FIRINGDURATION 			1750
#define	WITCHKING_MACE_DAMAGE				400


;-----------------------Elrond------------------
#define ELROND_HEALTH					1500

#define ELROND_PREATTACKDELAY 				600
#define ELROND_DELAYBETWEENSHOTS 			1200
#define ELROND_FIRINGDURATION 				1200
#define	ELROND_DAMAGE					150

;-----------------------Isildur------------------
#define ISILDUR_HEALTH					1500

;-----------------------Giant Eagle------------------
#define GIANT_EAGLE_HEALTH				2000
#define	EAGLE_PLOW_DAMAGE_OUTER				200
#define	EAGLE_PLOW_DAMAGE_INNER				200
#define EAGLE_FLY_INTO_DAMAGE				200
#define	EAGLE_CLAW_DAMAGE				450
#define EAGLE_GRAB_SPLASH_DAMAGE			40.0	

;Gwaihir uses all the nazgul attacks for damage. 

;----------------------Balrog of Morgoth!!!---------------
#define BALROG_HEALTH					4000

#define	BALROG_SWORD_SWIPE_DAMAGE_NORMAL		1000	;Normal attack with knockback
#define	BALROG_SWORD_SWIPE_DAMAGE_FLAME			800 ;1000
#define	BALROG_SWORD_CHOP_DAMAGE_STRUCTURAL		600 ;1000	;Chop against buildings and some monsters
#define	BALROG_SWORD_CHOP_DAMAGE_FLAME			1000 ;1000
#define	BALROG_DAMAGE_DISPLAY					2000	; In the hero tooltip, how much damage I say I do
#define	BALROG_WHIP_DAMAGE				400
#define	BALROG_WHIP_DAMAGE_FLAME			200
#define	BALROG_BREATH_DAMAGE				3000
#define	BALROG_JUMP_DAMAGE				400
#define	BALROG_SUMMONING_DAMAGE				1000
#define	BALROG_IGNITE_AURA_DAMAGE			100

#define SHROUD_CLEAR_BALROG				800
#define VISION_BALROG					400

;-------------- Gollum ---------------
#define GOLLUM_PREATTACKDELAY 		1000
#define GOLLUM_DELAYBETWEENSHOTS 	0
#define GOLLUM_FIRINGDURATION 		1000
#define GOLLUM_DAMAGE			10


;----------------------ARMY OF THE DEAD - OATHBREAKERS ----
#define	OATHBREAKER_SWORD				100
#define OATHBREAKER_SWORD_PREATTACKDELAY 		200
#define OATHBREAKER_SWORD_DELAYBETWEENSHOTS 		300
#define OATHBREAKER_SWORD_FIRINGDURATION 		300

;-----------------------Cave Troll-------------------------
#define	CAVE_TROLL_HEALTH 				1500


;------------------------HORDE RENDER LOD DATA----------------------------
#define ALLOW_MULTIPLE_MODELS_LOW		No
#define MAX_RANDOM_TEXTURES_LOW			1
#define MAX_RANDOM_ANIMATIONS_LOW		1
#define MAX_ANIM_FRAME_DELTA_LOW		8

#define ALLOW_MULTIPLE_MODELS_MED		No
#define MAX_RANDOM_TEXTURES_MED			2
#define MAX_RANDOM_ANIMATIONS_MED		4
#define MAX_ANIM_FRAME_DELTA_MED		4

#define ALLOW_MULTIPLE_MODELS_HIGH		Yes
#define MAX_RANDOM_TEXTURES_HIGH		2
#define MAX_RANDOM_ANIMATIONS_HIGH		4
#define MAX_ANIM_FRAME_DELTA_HIGH		4

;------------------------HORDE MOVEMENT DATA------------------------------
#define NORMAL_EVIL_INFANTRY_HORDE_SPEED	33
#define NORMAL_EVIL_INFANTRY_MEMBER_SPEED	37	; A little faster so when the formation wheels the unit can catch up.

#define NORMAL_EVIL_FAST_HORDE_SPEED		50
#define NORMAL_EVIL_FAST_MEMBER_SPEED		55	; A little faster so when the formation wheels the unit can catch up.

#define NORMAL_GOOD_INFANTRY_HORDE_SPEED	33
#define NORMAL_GOOD_INFANTRY_MEMBER_SPEED	37	; A little faster so when the formation wheels the unit can catch up.

#define NORMAL_GOOD_FAST_HORDE_SPEED		50
#define NORMAL_GOOD_FAST_MEMBER_SPEED		55	; A little faster so when the formation wheels the unit can catch up.

#define NORMAL_CAVALRY_HORDE_SPEED		80
#define NORMAL_CAVALRY_MEMBER_SPEED		90	; A little faster so when the formation wheels the unit can catch up.

#define NORMAL_GOOD_HERO_SPEED			40
#define NORMAL_EVIL_HERO_SPEED			50
#define NORMAL_PORTER_SPEED			40

#define NORMAL_GOOD_LEGOLAS_SPEED		50
#define NORMAL_GOOD_HOBBIT_SPEED		35

;----------------------------CRUSHING AND BEING CRUSHED-----------------------------------

#define SUPER_INFANTRY_CRUSH_REVENGE_DAMAGE		60
#define ANTI_CAVALRY_INFANTRY_CRUSH_REVENGE_DAMAGE	30
#define BASIC_INFANTRY_CRUSH_REVENGE_DAMAGE		20
#define RANGED_INFANTRY_CRUSH_REVENGE_DAMAGE		10
				

#define MUMAKIL_CRUSH_DAMAGE	400
#define BALROG_CRUSH_DAMAGE		200
#define KNIGHT_CRUSH_DAMAGE		80
#define WARG_CRUSH_DAMAGE		60
#define TROLL_CRUSH_DAMAGE		10 ;40
#define ROHIRRIM_CRUSH_DAMAGE	40

;----------------------------AI BONUSES-----------------------------------
#define EASY_AI_SINGLE_PLAYER_DAMAGE_MULT	25%
#define MEDIUM_AI_SINGLE_PLAYER_DAMAGE_MULT 	100%
#define HARD_AI_SINGLE_PLAYER_DAMAGE_MULT	120%

#define EASY_AI_MULTI_PLAYER_DAMAGE_MULT	100%
#define MEDIUM_AI_MULTI_PLAYER_DAMAGE_MULT	100%
#define HARD_AI_MULTI_PLAYER_DAMAGE_MULT	100%

;-----------------------------SPELL DATA----------------------------------
#define SPELL_HEAL_RADIUS_CURSOR			100.0    ; Cursor size for heal spell
#define SPELL_HEAL_RADIUS_UNIT_SCAN		    100.0    ; How far to scan for units to heal
#define SPELL_HEAL_RADIUS_HORDE_SCAN		140.0    ; A little bigger so that if some horde members are within the cursor, scan will find the horde brain

#define ELVEN_GIFT_REGEN_AMOUNT				10.0
#define ELVEN_GIFT_REGEN_DELAY				1000
