<?xml version="1.0"?>
<Factions>

	<Faction Name="Rebel">

		<Is_Debug_Switchable_To> Yes </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> No </Create_Player_In_Multiplayer_Games>

		<Text_ID> TEXT_FACTION_REBELS </Text_ID>
		<Icon_Name> i_icon_rebel.tga </Icon_Name>
		<Alternate_Icon_Name> rebel_icon.tga </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 185, 40, 39, 255 </Color>
		<Display_Font_Color> 185, 40, 39, 255 </Display_Font_Color>
		<No_Colorization_Color> 199, 105, 59, 255 </No_Colorization_Color>
		<Big_Fleet_Color> 185, 40, 39, 150 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 0.95 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 10.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy> Empire </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> No </Is_Neutral>
		<Force_Alignment>Light</Force_Alignment>
		<Minimum_Visible_Base_Level>1</Minimum_Visible_Base_Level>
		<Basic_AI>BasicRebel</Basic_AI>
		<Can_Win_By_Destroying_Super_Weapon>Yes</Can_Win_By_Destroying_Super_Weapon>
		<Faction_Super_Weapon>  </Faction_Super_Weapon>
		<Skirmish_Land_Bomber> Y-Wing_Bombing_Run </Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>600</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>
		<Scatters_From_Crushers> true </Scatters_From_Crushers>
		
		<!-- Gameplay effects of planetary corruption on this faction. -->
		<Benefits_From_Corruption> No </Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers> 1.0, 0.95 </Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers> 1.0, 0.9 </Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers> 1.0, 1.0 </Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers> 1.0, 1.0 </Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers> 1.0, 1.0 </Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers> 1.0, 1.0 </Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Easily_Bribed> No </Easily_Bribed>

		<!-- Unlike the Empire, the Rebel's tech levels go from 0-3 instead of 1-4. It needs to be adjusted
		before displaying it to the player otherwise it won't match the tech tree we show in-game. -->
		<Displayed_Tech_Level_Adjustment> +1 </Displayed_Tech_Level_Adjustment>
		
		<Infantry_Icon_Name>i_button_rebel_soldier.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_r_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_r_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_r_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_r_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_x_wing.tga</Fighter_Icon_Name>
		<Tech_Tree_Dialog_Name>IDD_TECH_TREE_REBEL</Tech_Tree_Dialog_Name>
		<Helper_Icon_Name>i_rebel_help_droid.tga</Helper_Icon_Name>

		<Space_Retreat_Countdown_Seconds> 10.99 </Space_Retreat_Countdown_Seconds> 
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor> 3.0 </Space_Retreat_Pursue_Max_Speed_Mod_Factor> 
		<Space_Retreat_Units_Damaged_Mod_Factor> 4.0 </Space_Retreat_Units_Damaged_Mod_Factor> 
		<Space_Retreat_Flight_Move_Increment> 500.0 </Space_Retreat_Flight_Move_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames> 1 </Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos> 12000.0, 12000.0, 0.0 </Space_Retreat_Off_Map_Dest_Pos>  <!-- WARNING: For some reason, non-0.0 Z can cause problems? -->
		<Space_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID> TEXT_RETREAT_SPACE_REBEL_COUNTDOWN </Space_Retreat_Countdown_Text_ID>

		<Space_Retreat_Begin_SFXEvent> RHD_Retreat_Started_Space </Space_Retreat_Begin_SFXEvent>
  		<Space_Retreat_Enemy_Begin_SFXEvent> Unit_Enemy_Retreat_Rebel_Soldier </Space_Retreat_Enemy_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent> RHD_Retreat_Cancelled </Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent> RHD_Retreat_Not_Allowed </Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent> RHD_Retreat_Interdictor </Space_Retreat_Not_Allowed_Reason_1_SFXEvent> <!-- Reason 1: Gravity Well -->
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent> </Space_Retreat_Not_Allowed_Reason_2_SFXEvent>									<!-- Reason 2: Friendly Hero Preventing -->
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent> </Space_Retreat_Not_Allowed_Reason_3_SFXEvent>									<!-- Reason 3: Tactical Superweaper Present -->
		<Space_Forced_Retreat_Due_To_Superweapon> Unit_Victory_DS_Retreat_Rebel_Soldier </Space_Forced_Retreat_Due_To_Superweapon>

		<Space_Surrender_SFXEvent> RHD_Retreat_Started_Space </Space_Surrender_SFXEvent>

		<Land_Retreat_Countdown_Seconds> 10.99 </Land_Retreat_Countdown_Seconds>  
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor> 2.0 </Land_Retreat_Pursue_Max_Speed_Mod_Factor> 
		<Land_Retreat_Units_Damaged_Mod_Factor> 2.0 </Land_Retreat_Units_Damaged_Mod_Factor> 
		<Land_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID> TEXT_RETREAT_LAND_REBEL_COUNTDOWN </Land_Retreat_Countdown_Text_ID>

  		<Land_Retreat_Begin_SFXEvent> RHD_Retreat_Started_land  </Land_Retreat_Begin_SFXEvent>
  		<Land_Retreat_Enemy_Begin_SFXEvent> Unit_Enemy_Retreat_Rebel_Soldier </Land_Retreat_Enemy_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent> RHD_Retreat_Cancelled </Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent> RHD_Retreat_Not_Allowed </Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent> </Land_Retreat_Not_Allowed_Reason_1_SFXEvent>		<!-- Reason 1: Gravity Well -->                 							
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent> </Land_Retreat_Not_Allowed_Reason_2_SFXEvent>      <!-- Reason 2: Friendly Hero Preventing -->     
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent> </Land_Retreat_Not_Allowed_Reason_3_SFXEvent>      <!-- Reason 3: Tactical Superweaper Present --> 

		<Land_Surrender_SFXEvent> RHD_Retreat_Started_land </Land_Surrender_SFXEvent>

		<!-- <Reinforcements_Selection_SFXEvent> RHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent> -->
		<!-- <Reinforcements_Pick_Landing_Zone_SFXEvent> RHD_Choose_Landing </Reinforcements_Pick_Landing_Zone_SFXEvent> -->
		<!-- <Reinforcements_Enroute_SFXEvent> RHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent> -->
		<!-- <Reinforcements_Cancelled_SFXEvent> RHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent> -->
		<Reinforcements_Selection_SFXEvent> RHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent> </Reinforcements_Pick_Landing_Zone_SFXEvent>
		<Reinforcements_Enroute_SFXEvent> RHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent> RHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent>

		<Reinforcements_Requesting_SFXEvent> RHD_Request_Assistance </Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent> RHD_Reinforcements_Available </Reinforcements_Ready_SFXEvent>

		<Reinforcements_Shadow_Blob_Material_Name> Reinforcement_Overlay_Rebel </Reinforcements_Shadow_Blob_Material_Name>

		<Bombing_Run_Shadow_Blob_Material_Name> Bombing_Run_Rebel </Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size> 100.0 </Bombing_Run_Blob_Size>

		<Bombardment_Shadow_Blob_Material_Name> Bombardment_Rebel </Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size> 250.0 </Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships> Calamari_Cruiser, Nebulon_B_Frigate, Alliance_Assault_Frigate, Home_One </Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile> Proj_Rebel_Bombardment_Ion_Cannon </Bombardment_Projectile>
		<Bombardment_Number_Of_Salvos> 2 </Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo> 8 </Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay> 0.2 </Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay> 1.3 </Bombardment_Salvo_Delay>
		<Bombardment_Initial_Delay> 1.0 </Bombardment_Initial_Delay>

		<Land_Mode_Selection_Blob_Material_Name>Selection_Rebel_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Rebel_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
        <Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Space_Skirmish_Unit_Buy_Credits> 100000 </Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces> 
			Rebel_X-Wing_Squadron, Rebel_X-Wing_Squadron
		</Space_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Buy_Credits> 50000 </Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces> 
			Rebel_Infantry_Squad, Rebel_Infantry_Squad
		</Land_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,200,
			201,400,
			408,600,
		</Land_Skirmish_Unit_Cap_By_Player_Count>

		<Debug_Ground_Structures>
			R_Ground_Barracks,
			R_Ground_Officer_Academy,
			Power_Generator_R,
			Communications_Array_R,
			Ground_Cantina_R
		</Debug_Ground_Structures>

        <Superweapon_Win_Movie>Rebel_Win_Deathstar</Superweapon_Win_Movie>
        <Generic_Win_Movie>Rebel_Win_Space</Generic_Win_Movie>
        <Finale_Movie>Rebel_Win_Land</Finale_Movie>
        <Victory_Text>TEXT_REBEL_VICTORY</Victory_Text>
        <Defeat_Text>TEXT_REBEL_DEFEAT</Defeat_Text>

        <Space_Win_Image>i_rs_win.tga</Space_Win_Image>
        <Space_Lose_Image>i_rs_lose.tga</Space_Lose_Image>
        <Land_Win_Image>i_rl_win.tga</Land_Win_Image>
        <Land_Lose_Image>i_rl_lose.tga</Land_Lose_Image>

		
		<!-- AJA 03/04/2005 - Uncomment this block if you want the Empire to be able to win
			  the campaign by defeating Mon Mothma and capturing Alderaan.
			<Home_Planet>Alderaan</Home_Planet>
		-->
		<Faction_Leader>Mon_Mothma</Faction_Leader>
		<Faction_Leader_Company>Mon_Mothma_Team</Faction_Leader_Company>


		<!-- Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around the cursor location to show victims in range of click -->
		<Land_Area_Effect_Range_Overlay_Material_Name> Rebel_Land_Area_Effect_Range_Overlay </Land_Area_Effect_Range_Overlay_Material_Name> <!-- In ShadowBlobMaterials.xml -->
		<Land_Area_Effect_Range_Overlay_RGBA> 128, 255, 128, 128 </Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor> 1.20 </Land_Area_Effect_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->

		<!-- Overlay ring used by Obiwan when targeting with his "force distact" ping ability, this is the ring around Obiwan to show click target terrain range -->
		<Land_Ability_Targeting_Range_Overlay_Material_Name> Rebel_Land_Ability_Targeting_Range_Overlay </Land_Ability_Targeting_Range_Overlay_Material_Name>	<!-- In ShadowBlobMaterials.xml -->
		<Land_Ability_Targeting_Range_Overlay_RGBA> 255, 255, 64, 128 </Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor> 1.20 </Land_Ability_Targeting_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->

		<!-- Allow special weapon firing in tactical maps that have no parent galactic mode -->
		<Standalone_Space_Maps_Special_Weapon_A> Ground_Ion_Cannon </Standalone_Space_Maps_Special_Weapon_A>
		<Standalone_Space_Maps_Special_Weapon_B>  </Standalone_Space_Maps_Special_Weapon_B>


		<!-- SFXEvents -->
		<SFXEvent_GUI_Start_Campaign> GUI_Select_Rebel_SFX </SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Slice_Success> RHD_New_Options </SFXEvent_Slice_Success>
		<SFXEvent_Slice_Failure> GUI_Bad_Sound </SFXEvent_Slice_Failure>
		<SFXEvent_Max_Credits_Limit_Reached> RHD_Credit_Capacity </SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing> RHD_Invasion_Commencing </SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded> RHD_System_Blockaded </SFXEvent_Build_Impossible_Location_Blockaded>	  	<!-- In this case, enemy ships in orbit so can't build space station -->
		<SFXEvent_New_Construction_Options_Available> RHD_New_Construction </SFXEvent_New_Construction_Options_Available> 		<!-- Can be Tactical or Galactic -->
		<SFXEvent_Mission_Added> RHD_Mission_Updated </SFXEvent_Mission_Added> <!-- A new mission has been added to the holocron - the incoming transmission radar movie (and audio) is also playing -->
		<SFXEvent_Base_Shield_Absorb_Damage> SFX_Shield_Absorb_Detonation </SFXEvent_Base_Shield_Absorb_Damage> <!-- Tactical: When the base shield absorbs damage, most likely by a projectile -->
		<SFXEvent_Tactical_Unit_Cap_Reached> RHD_Unit_Cap_Reached </SFXEvent_Tactical_Unit_Cap_Reached> <!-- Tactical: We you can drag in anymore tactical units from the reinforcement palette -->
		<SFXEvent_Arrive_From_Hyperspace> Unit_Ship_Hyperspace_Enter </SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace> Unit_Ship_Hyperspace_Exit </SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement> RHD_Space_Station_Under_Attack </SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement> RHD_Base_Under_Attack </SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet>RHD_Enemy_Fleet_Approaching </SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached> RHD_Unit_Cap_Reached </SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached> RHD_Unit_Cap_Reached </SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted> GUI_Corruption </SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed> EHD_Corruption_Removed </SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned> Structure_Garrison_SFX </SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated> Structure_UnGarrison_SFX </SFXEvent_Bunker_Vacated>

		<!-- MusicEvents -->
		<Strategic_Map_Music_Event> Galactic_Map_Rebel_Music_Event </Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen> Tactical_Battle_Loading_Loop_Event </Music_Event_Battle_Load_Screen>

		<!-- ============================================= -->
		<!-- REBEL WIN/LOSE MUSIC EVENTS                   -->
		<!-- ============================================= -->

		<!-- Specific vs. Factions -->
		<Music_Event_Tactical_Win_Vs_Faction> Empire,     Rebel_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction> Pirates,    Rebel_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction> Underworld, Rebel_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction> Empire,     Lose_To_Empire_Event </Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Pirates,     Lose_To_Underworld_Event </Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Underworld, Lose_To_Underworld_Event</Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Rebel,        Lose_To_Rebel_Event</Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction> Empire,     Rebel_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction> Pirates,    Rebel_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction> Underworld, Rebel_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction> Empire,     Lose_To_Empire_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Pirates,    Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Underworld, Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Rebel,       Lose_To_Rebel_Event</Music_Event_Strategic_Lose_Vs_Faction>


		<!-- Generic -->
		<Music_Event_Tactical_Win> Rebel_Win_Tactical_Event </Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose> Rebel_Lose_Tactical_Event </Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win> Rebel_Win_Strategic_Event </Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose> Rebel_Lose_Strategic_Event </Music_Event_Strategic_Lose>

		<!-- ====================================================================== -->
		<!-- REBEL SUPERWEAPON PRESENT MUSIC EVENTS - Overrides to map events below -->
		<!-- ====================================================================== -->

		<Music_Event_Space_Ambient_Super_Weapon> </Music_Event_Space_Ambient_Super_Weapon>
		<Music_Event_Space_Battle_Super_Weapon> Space_Map_Rebel_Battle_Death_Star_Music_Event </Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon> </Music_Event_Land_Ambient_Super_Weapon>
		<Music_Event_Land_Battle_Super_Weapon> </Music_Event_Land_Battle_Super_Weapon>

		<!-- ====================================================================== -->
		<!-- REBEL TACTICAL BATTLE PENDING AUDIO EVENTS                             -->
		<!-- ====================================================================== -->

		<SFX_Event_Tactical_Land_Battle_Pending> RHD_Battle_Pending </SFX_Event_Tactical_Land_Battle_Pending> 
		<SFX_Event_Tactical_Space_Battle_Pending> RHD_Battle_Pending </SFX_Event_Tactical_Space_Battle_Pending> 
		<Music_Event_Tactical_Land_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Land_Battle_Pending> 
		<Music_Event_Tactical_Space_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Space_Battle_Pending> 

		<!-- ============================================== -->
		<!-- REBEL MAPS MUSIC EVENTS - AMBIENT (NON-BATTLE) -->
		<!-- ============================================== -->

		<!-- Rebel: Space maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Space, Space_Map_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>

		<!-- Rebel: Temperate land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Temperate, Temperate_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
	 
		<!-- Rebel: Arctic land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Arctic, Ice_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
	 
		<!-- Rebel: Desert land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Desert, Desert_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- Rebel: Forest land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Forest, Temperate_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
	
		<!-- Rebel: Swamp land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Swamp, Swamp_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- Rebel: Volcanic land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Volcanic, Volcanic_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- Rebel: Urban land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Urban, Urban_Land_Rebel_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- ================================ -->
		<!-- REBEL MAPS MUSIC EVENTS - BATTLE -->
		<!-- ================================ -->

		<!-- Rebel: Space maps: Music events for battle -->
		<Music_Event_List_Battle> Space, Space_Map_Rebel_Battle_Music_Event </Music_Event_List_Battle>

		<!-- Rebel: Temperate land maps: Music evnts for battle -->
		<Music_Event_List_Battle> Temperate, Temperate_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
  
		<!-- Rebel: Arctic land maps: Music events for battle -->
		<Music_Event_List_Battle> Arctic, Ice_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
  
		<!-- Rebel: Desert land maps: Music events for battle -->
		<Music_Event_List_Battle> Desert, Desert_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
	  
		<!-- Rebel: Forest land maps: Music events for battle -->
		<Music_Event_List_Battle> Forest, Temperate_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
	 
		<!-- Rebel: Swamp land maps: Music events for battle -->
		<Music_Event_List_Battle> Swamp, Swamp_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
  
		<!-- Rebel: Volcanic land maps: Music evets for battle -->
		<Music_Event_List_Battle> Volcanic, Volcanic_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
	 
		<!-- Rebel: Urban land maps: Music events for battle -->
		<Music_Event_List_Battle> Urban, Urban_Land_Rebel_Battle_Music_Event </Music_Event_List_Battle>
	
		<!-- ============================================== -->
		<!-- OBJECT SPOTTED ANNOUNCEMENTS	                -->
		<!-- ============================================== -->

		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire, Unit_Announce_E_Field_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,					Unit_Announce_Emperor_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,								Unit_Announce_Fett_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,							Unit_Announce_Katarn_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,						Unit_Announce_ObiWan_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel,	Unit_Announce_R_Field_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,								Unit_Announce_Solo_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,							Unit_Announce_Vader_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,						Unit_Announce_Veers_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>

        <SFXEvent_Unit_Type_Spotted>Tyber_Zann,		                    Unit_Announce_Tyber_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>The_Peacebringer,		            Unit_Announce_Tyber_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>

        <SFXEvent_Unit_Type_Spotted>IG-88,                              Unit_Announce_IG88_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Urai_Fen,		                    Unit_Announce_Urai_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Silri,		                        Unit_Announce_Silri_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,		        Unit_Announce_Thrawn_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,		Unit_Announce_Executor_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Yoda,		                        Unit_Announce_Yoda_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,		        Unit_Announce_Luke_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		    Unit_Announce_Gargantuan_Rebel_Soldier</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Unit_Type_Spotted>Interdictor_Cruiser,				Unit_Interdictor_Assault_Frigate</SFXEvent_Unit_Type_Spotted>

		<SFXEvent_Enemy_Spotted> Unit_See_Enemy_Rebel_Soldier </SFXEvent_Enemy_Spotted>
		
		<!-- ============================================== -->
		<!-- REBEL SUPERWEAPON ANNOUNCEMENTS                -->
		<!-- ============================================== -->

		<SpeechEvent_Super_Weapon_Moving_Into_Range> </SpeechEvent_Super_Weapon_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds> </SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds> </SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
  		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds> </SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
  		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds> </SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
  		<SpeechEvent_Super_Weapon_Moved_Into_Range> </SpeechEvent_Super_Weapon_Moved_Into_Range>

		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range> RHD_Death_Star_Begin_Approach </SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds> RHD_Death_Star_1_Minute </SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds> RHD_Death_Star_30_Seconds </SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
  		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds> RHD_Death_Star_15_Seconds</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
  		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds> RHD_Death_Star_5_Seconds </SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range> RHD_Death_Star_Cleared </SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>

		<!-- Event to play when a local player captures or loses control of a planet -->
		<SFXEvent_Planet_Gained_Control> RHD_Planet_Gained </SFXEvent_Planet_Gained_Control>	<!-- Plays anytime control is gained -->
		<SFXEvent_Planet_Lost_Control> RHD_Planet_Lost </SFXEvent_Planet_Lost_Control>			<!-- Plays only when control is lost from other player -->
		
		<!-- Events to play when toggling non-hero ability states from the GUI / Command Bar -->
	
 		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- Interdict -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- BARRAGE -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- HUNT -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- SPREAD_OUT -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_LURE -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE, GUI_Toggle_Lure_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE, GUI_Toggle_Lure_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_ROCKET_ATTACK -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>  
		
		<!-- HARASS -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		
		<!-- Scout -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		
		<!-- Deploy -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- Turbo -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		
		<!-- Spoiler Lock -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPOILER_LOCK, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPOILER_LOCK, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- Harmonic Bomb -->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARMONIC_BOMB, Unit_Attack_Rebel_Infiltrator</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off />

		<!-- Invulnerability Milenium Falcon -->
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INVULNERABILITY, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

		<!-- Force Cloak -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>FORCE_CLOAK, Unit_Cloaking</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		
		<!-- Events to play when enemy is toggling non-hero ability states from the GUI / Command Bar -->
	
		<!-- Power to shields -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Interdict -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- BARRAGE -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- HUNT -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- SPREAD_OUT -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_LURE -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_ROCKET_ATTACK -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		
		<!-- HARASS -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		
		<!-- Scout -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		
		<!-- Deploy -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Turbo -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Rebel HUD Tactical Battle Audio -->
		<SFXEvent_HUD_Landing_Zone_Captured> RHD_Landing_Zone_Captured </SFXEvent_HUD_Landing_Zone_Captured>  							<!-- We captured a landing soze -->
		<SFXEvent_HUD_Landing_Zone_Lost> RHD_Landing_Zone_Lost </SFXEvent_HUD_Landing_Zone_Lost>		  										<!-- We lost one of our landing zones -->
		<SFXEvent_HUD_Last_Landing_Zone_Lost> RHD_Last_Landing_Zone_Lost </SFXEvent_HUD_Last_Landing_Zone_Lost>							<!-- We lost our last landing zone -->
		<SFXEvent_HUD_Build_Pad_Captured> RHD_Build_Pad_Captured </SFXEvent_HUD_Build_Pad_Captured>  										<!-- We captured a build pad -->
		<SFXEvent_HUD_Build_Pad_Lost> RHD_Build_Pad_Lost </SFXEvent_HUD_Build_Pad_Lost>		  													<!-- We lost one of our build pads -->
		<SFXEvent_HUD_Base_Shield_Offline> RHD_Base_Shield_Offline </SFXEvent_HUD_Base_Shield_Offline>										<!-- Our base shield just went offline -->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline> RHD_Enemy_Base_Shield_Offline </SFXEvent_HUD_Enemy_Base_Shield_Offline>		  		<!-- The enemies base shield just went offline -->
		<SFXEvent_HUD_Base_Shield_Online> RHD_Base_Shields_Up </SFXEvent_HUD_Base_Shield_Online>												<!-- Our base shield just went back online -->
		<SFXEvent_HUD_Enemy_Base_Shield_Online> RHD_Enemy_Base_Shields_Up </SFXEvent_HUD_Enemy_Base_Shield_Online>						<!-- The enemies base shield just went back online -->
		<SFXEvent_HUD_Base_Shield_Penetrated> RHD_Base_Shield_Penetrated </SFXEvent_HUD_Base_Shield_Penetrated>							<!-- Our base shield was just penetrated by the enemy -->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated> RHD_Enemy_Base_Shield_Penetrated </SFXEvent_HUD_Enemy_Base_Shield_Penetrated>	<!-- We just penetrated then enemies base shield -->

		<SFXEvent_HUD_Won_Land_Battle> RHD_Battle_End </SFXEvent_HUD_Won_Land_Battle> 															<!-- We won the land battle -->
		<SFXEvent_HUD_Lost_Land_Battle> RHD_Defeated </SFXEvent_HUD_Lost_Land_Battle> 															<!-- We lost the land battle -->
		<SFXEvent_HUD_Won_Space_Battle> RHD_Battle_End </SFXEvent_HUD_Won_Space_Battle> 															<!-- We won the space battle -->  	
		<SFXEvent_HUD_Lost_Space_Battle> RHD_Defeated </SFXEvent_HUD_Lost_Space_Battle>                       							<!-- We lost the space battle --> 

		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present> RHD_Battle_End </SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present> 			<!-- We won the land battle with enemy tactical superweapon present -->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present> RHD_Defeated </SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present> 			<!-- We lost the land battle with enemy tactical superweapon present -->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present> RHD_Battle_End </SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present> 			<!-- We won the space battle with enemy tactical superweapon present -->  	
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present> RHD_Defeated </SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>        <!-- We lost the space battle with enemy tactical superweapon present --> 

		<SFXEvent_HUD_Tactical_Victory_Near> Unit_Near_Victory_Rebel_Soldier </SFXEvent_HUD_Tactical_Victory_Near>  <!-- PLACERHOLDER FOR FRANK -->	<!-- We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition --> 
		<SFXEvent_HUD_Repairing> RHD_Repairing </SFXEvent_HUD_Repairing>																									<!-- Repair is underway on something -->
		<SFXEvent_HUD_Gravity_Control_Generator_On> Unit_GravGen_On_Rebel_Soldier </SFXEvent_HUD_Gravity_Control_Generator_On> 												<!-- The gravity control generator is switched on from off -->
		<SFXEvent_HUD_Gravity_Control_Generator_Off> Unit_GravGen_Off_Rebel_Soldier </SFXEvent_HUD_Gravity_Control_Generator_Off>											<!-- The gravity control generator is switched off from on -->

		<SFXEvent_HUD_Special_Weapon_Ready> RHD_Hypervelocity_Available </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Ready> RHD_Ion_Cannon_Available </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Ready>  </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Special_Weapon_Charging> RHD_Hypervelocity_Charging </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Charging> RHD_Ion_Cannon_Charging </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Charging>  </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Special_Weapon_Firing> RHD_Hypervelocity_Firing </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Firing> RHD_Ion_Cannon_Firing </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Firing>  </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> RHD_Hypervelocity_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> RHD_Ion_Cannon_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds> RHD_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds> RHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds> RHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds> RHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds> RHD_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds> RHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds> RHD_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds> RHD_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds> RHD_Enemy_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds> RHD_Enemy_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds> RHD_Enemy_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds> RHD_Enemy_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested> RHD_Reinforcement_Contested </SFXEvent_HUD_Reinforcement_Point_Contested>

		<SFXEvent_Tactical_Lose_Friendly_Control> Reinforcement_Point, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Reinforcement_Point, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>		
		<SFXEvent_Tactical_Lose_Friendly_Control> Skirmish_Build_Pad, RHD_Build_Pad_Lost  </SFXEvent_Tactical_Lose_Friendly_Control>		
		<SFXEvent_Tactical_Gain_Friendly_Control> Skirmish_Build_Pad, RHD_Build_Pad_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mining_Facility, RHD_Lost_Mining </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mining_Facility, RHD_Capture_Mining </SFXEvent_Tactical_Gain_Friendly_Control>	
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_R, RHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_R, RHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_E, RHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_E, RHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Sensor, RHD_Lost_Sensor </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Sensor, RHD_Capture_Sensor </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, RHD_Lost_Turbo </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, RHD_Capture_Turbo </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mercenary_Outfitter, RHD_Lost_Mercenaries </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mercenary_Outfitter, RHD_Capture_Mercenaries </SFXEvent_Tactical_Gain_Friendly_Control>
<!--
		<SFXEvent_Tactical_Lose_Friendly_Control>Garrison_Bunker_Capturable, RHD_Lost_Bunker </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Garrison_Bunker_Capturable, RHD_Capture_Bunker </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Hutt_Asteroid_Base, RHD_Lost_Hutt_Asteroid </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Hutt_Asteroid_Base, RHD_Capture_Hutt_Asteroid </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>N_Gravity_Well_Station, RHD_Lost_GravWell </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>N_Gravity_Well_Station, RHD_Capture_GravWell </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>N_Remote_Sensor_Pod, RHD_Lost_Sensor </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>N_Remote_Sensor_Pod, RHD_Capture_Sensor </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Outpost_Pad, RHD_Lost_Outpost_Pad </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Outpost_Pad, RHD_Capture_Outpost_Pad </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirrmish_Mineral_Processor_Pad, RHD_Lost_MinProc </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirrmish_Mineral_Processor_Pad, RHD_Capture_MinProc </SFXEvent_Tactical_Gain_Friendly_Control>
-->
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, RHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, RHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>


		<!-- Faction-based tactical constuction world 3D SFX - these are not HUD responses, but physical sound effects -->
		<SFXEvent_Tactical_Object_Building_Started> Structure_Buildable_Start </SFXEvent_Tactical_Object_Building_Started>	<!-- An object is just starting construction in the world -->
  		<SFXEvent_Tactical_Object_Building_Loop> Structure_Buildable_Loop </SFXEvent_Tactical_Object_Building_Loop>				<!-- An object is currently under construction (loop) in the world -->
		<SFXEvent_Tactical_Object_Building_Complete> Structure_Buildable_Stop </SFXEvent_Tactical_Object_Building_Complete>	<!-- An object has just completed construction in the world -->
  		<SFXEvent_Tactical_Object_Sold> Structure_Buildable_Sold </SFXEvent_Tactical_Object_Sold>										<!-- An object is sold in the world -->		

		<!-- Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash -->
		<SFXEvent_Weather_Begin> RAIN,       	Unit_Rain_Rebel_Soldier	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> SNOW,  			Unit_Snowstorm_Rebel_Soldier 	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> SANDSTORM,  	Unit_Sandstorm_Rebel_Soldier 	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> ASH,   			Unit_Ashfall_Rebel_Soldier    </SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>   RAIN,       											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   SNOW,       											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   SANDSTORM,  											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   ASH,        											</SFXEvent_Weather_End>

		<!-- Bombing runs becoming available cues -->
		<SFXEvent_Bombing_Run_Available> RHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available> RHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available> </SFXEvent_Bombing_Run_Enemy_Available>
		<SFXEvent_Bombing_Run_Cancelled> RHD_Bombing_Run_Canceled </SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk> Unit_Bomb_Land_Y_Wing_1 </SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!-- Bombiard becoming available cues -->
		<SFXEvent_Bombard_Available> RHD_Bombard_Available </SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available> RHD_Bombard_Ally_Available </SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available>RHD_Bombard_Enemy_Available </SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled> RHD_Bombard_Canceled </SFXEvent_Bombard_Cancelled>

		<!-- Starbase upgrading cues -->
		<SFXEvent_Starbase_Upgraded> RHD_Space_Station_Upgraded </SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded> RHD_Enemy_Space_Station_Upgraded</SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded> RHD_Space_Station_Upgraded </SFXEvent_Starbase_Ally_Upgraded>

		<!-- Player taunt SFXEvents variable sized list for taunt hot keys -->
		<SFXEvent_Player_Taunt> Unit_Taunt_Han_Solo </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> Unit_Taunt_Luke   </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> Unit_Laugh_Chewie </SFXEvent_Player_Taunt>

		<!-- Sandbox tactical battle introduction Command Bar movie -->

		<Tactical_Intro_Command_Bar_Movie_Name> Luke_Loop </Tactical_Intro_Command_Bar_Movie_Name>  <!-- PLACEHOLDER ASSET -->

		<!-- Sandbox tactical battle introduction SpeechEvents -->

		<SpeechEvent_Tactical_Intro_Land_Attacker> GRS_INTRO_LAND_ATTACK_R_00<!--, GRS_INTRO_LAND_ATTACK_R_01, GRS_INTRO_LAND_ATTACK_R_02, GRS_INTRO_LAND_ATTACK_R_03--> </SpeechEvent_Tactical_Intro_Land_Attacker>		<!-- Default case for land battle as attacker -->
		<SpeechEvent_Tactical_Intro_Land_Defender> GRS_INTRO_LAND_DEFEND_R_00<!--, GRS_INTRO_LAND_DEFEND_R_01, GRS_INTRO_LAND_DEFEND_R_02, GRS_INTRO_LAND_DEFEND_R_03-->  </SpeechEvent_Tactical_Intro_Land_Defender> 	<!-- Default case for land battle as defender -->
		<SpeechEvent_Tactical_Intro_Space_Attacker> GRS_INTRO_SPACE_ATTACK_R_00<!--, GRS_INTRO_SPACE_ATTACK_R_01, GRS_INTRO_SPACE_ATTACK_R_02, GRS_INTRO_SPACE_ATTACK_R_03-->  </SpeechEvent_Tactical_Intro_Space_Attacker> 	<!-- Default case for space battle as attacker -->
		<SpeechEvent_Tactical_Intro_Space_Defender> GRS_INTRO_SPACE_DEFEND_R_00<!--, GRS_INTRO_SPACE_DEFEND_R_01, GRS_INTRO_SPACE_DEFEND_R_02, GRS_INTRO_SPACE_DEFEND_R_03-->  </SpeechEvent_Tactical_Intro_Space_Defender> 	<!-- Default case for space battle as defender -->

		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker> GRS_INTRO_LAND_ATTACK_R_04 </SpeechEvent_Tactical_Intro_Land_Raid_Attacker>
		<SpeechEvent_Tactical_Intro_Land_Raid_Defender> </SpeechEvent_Tactical_Intro_Land_Raid_Defender>  <!-- N/A for Rebels since no other Faction raids -->

		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location> GRS_INTRO_SPACE_ATTACK_R_05 </SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location> GRS_INTRO_LAND_DEFEND_R_05 </SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>

													<!-- Note that conditionals will be evaluated in the order below, so order/priority is important -->
													<!-- -->  
													<!-- Luke object types (4) : 		  	Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron	-->
													<!-- Mon Mothma object types (2):  	Mon_Mothma, Mon_Mothma_Team									-->
													<!-- Emperor Palpatine types (2):  	Emperor_Palpatine, Emperor_Palpatine_Team					-->
													<!-- Death Star types (1):  		  	Death_star															-->
													<!-- -->  
													<!-- ...Conditional_Or:  A (or) B present and C not present											-->
													<!-- ...Conditional_And: A (and) B present and C not present										-->
													<!-- -->  
													<!-- Conditionals: 	 		(A) Present, 			  	(B) Present, 		(C) Not Present		-->

		<!-- A and B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_And> Death_Star, 		  		Luke_Skywalker, 	None, 				GRS_INTRO_SPACE_DEFEND_R_06 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_And> <!-- Death Star present, Luke present -->
		
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>  Death_Star, 	  			None, 				Luke_Skywalker, 	GRS_INTRO_SPACE_DEFEND_R_05 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Death Star present, Luke not present -->
		
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> 	Mon_Mothma, 	  			None, 				None, 				GRS_INTRO_SPACE_DEFEND_R_04 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Just Mon Mothma present -->
		
		<!-- A and B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_And> Death_Star,	 				Luke_Skywalker, 	None, 				GRS_INTRO_SPACE_ATTACK_R_07 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_And> <!-- Death Star present, Luke present -->
		
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> 	Death_Star, 	 			None, 				Luke_Skywalker,	GRS_INTRO_SPACE_ATTACK_R_06 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> <!-- Death Star present, Luke not present -->
	
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> 	Emperor_Palpatine, 		None, 				None, 				GRS_INTRO_SPACE_ATTACK_R_05 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> <!-- Just Empoeror Palpatine present -->

		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> 	Mon_Mothma, 				None, 				None, 				GRS_INTRO_SPACE_ATTACK_R_04 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> <!-- Just Mon Mothma present -->
		
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or> 	Mon_Mothma, 				None, 				None, 				GRS_INTRO_LAND_DEFEND_R_04 </SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or> <!-- Just Mon Mothma present -->

		<!-- End Sandbox tactical battle introduction SpeechEvents -->


	<!-- ============================================== -->
	<!-- REBEL DROID ADVISOR TEXT		                -->
	<!-- ============================================== -->

		<Galactic_Advisor_Hints>
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_01,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_02,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_03,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_04,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_05,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_06,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_07,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_08,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_09,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_10,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_11,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_12,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_13,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_14,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_15,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_16,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_17,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_18,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_19,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_20,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_21,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_22,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_23,
				TEXT_DROID_ADVISOR_REBEL_GALACTIC_25
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
				TEXT_DROID_ADVISOR_REBEL_SPACE_02,
				TEXT_DROID_ADVISOR_REBEL_SPACE_03,
				TEXT_DROID_ADVISOR_REBEL_SPACE_04,
				TEXT_DROID_ADVISOR_REBEL_SPACE_05,
				TEXT_DROID_ADVISOR_REBEL_SPACE_06,
				TEXT_DROID_ADVISOR_REBEL_SPACE_07,
				TEXT_DROID_ADVISOR_REBEL_SPACE_08,
				TEXT_DROID_ADVISOR_REBEL_SPACE_09,
				TEXT_DROID_ADVISOR_REBEL_SPACE_10,
				TEXT_DROID_ADVISOR_REBEL_SPACE_11,
				TEXT_DROID_ADVISOR_REBEL_SPACE_13,
				TEXT_DROID_ADVISOR_REBEL_SPACE_14
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
				TEXT_DROID_ADVISOR_REBEL_LAND_00,
				TEXT_DROID_ADVISOR_REBEL_LAND_01,
				TEXT_DROID_ADVISOR_REBEL_LAND_02,
				TEXT_DROID_ADVISOR_REBEL_LAND_03,
				TEXT_DROID_ADVISOR_REBEL_LAND_04,
				TEXT_DROID_ADVISOR_REBEL_LAND_05,
				TEXT_DROID_ADVISOR_REBEL_LAND_06,
				TEXT_DROID_ADVISOR_REBEL_LAND_07,
				TEXT_DROID_ADVISOR_REBEL_LAND_08,
				TEXT_DROID_ADVISOR_REBEL_LAND_09,
				TEXT_DROID_ADVISOR_REBEL_LAND_10,
				TEXT_DROID_ADVISOR_REBEL_LAND_11,
				TEXT_DROID_ADVISOR_LAND_12,
				TEXT_DROID_ADVISOR_LAND_13,
				TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>


	<!-- End Droid Advisor Speech/Text -->


		<Allies />
		<Enemies>Empire, Pirates, Hostile, Sarlacc, Underworld, Hutts</Enemies>
		
		<Can_Control_Planets>true</Can_Control_Planets>

		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>R_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>

		<Multiplayer_Campaign_Heroes>
			Mon_Mothma_Team,
			Droids_Team,
			Han_Solo_Team,
			Sundered_Heart,
			Home_One,
			Obi_Wan_Team,
			Rogue_Squadron_Space,
			Garm_Bel_Iblis_Team,
			Luke_Skywalker_Jedi_Team,
			Yoda_Team
		</Multiplayer_Campaign_Heroes>

		<Multiplayer_Map_Preview_Icon>I_MULTIPLAY_REBEL.TGA</Multiplayer_Map_Preview_Icon>

        <Tech_Level_Icon_Name> i_button_r_tech_upgrade_ </Tech_Level_Icon_Name>

      <Alternate_Icon_Prefix> r_ </Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type> 
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade,
		</Automatic_Planetary_Corruption_Upgrade_Type>

	</Faction>



	<Faction Name="Empire">

		<Is_Debug_Switchable_To> Yes </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> No </Create_Player_In_Multiplayer_Games>

		<Text_ID> TEXT_FACTION_EMPIRE </Text_ID>
		<Icon_Name> i_icon_empire.tga </Icon_Name>
		<Alternate_Icon_Name> empire_icon.tga </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 54, 134, 242, 255 </Color>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
		<Display_Font_Color> 24, 133, 251, 255 </Display_Font_Color>
		<Big_Fleet_Color> 54, 134, 242, 150 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 0.85 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 7.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>true</Is_Playable>
		<Primary_Enemy> Rebel </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> No </Is_Neutral>
		<Force_Alignment>Dark</Force_Alignment>
		<Minimum_Visible_Base_Level>3</Minimum_Visible_Base_Level>
		<Basic_AI>BasicEmpire</Basic_AI>
		<Faction_Super_Weapon> Death_Star </Faction_Super_Weapon>
		<Skirmish_Land_Bomber> TIE_Bomber_Bombing_Run </Skirmish_Land_Bomber>
		<Space_Tactical_Unit_Cap>600</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.25</Maintenance_Cost>

		<!-- Gameplay effects of planetary corruption on this faction. -->
		<Benefits_From_Corruption> No </Benefits_From_Corruption>
		<Corruption_Galactic_Production_Time_Multipliers> 1.0, .95 </Corruption_Galactic_Production_Time_Multipliers>
		<Corruption_Galactic_Production_Price_Multipliers> 1.0, .9 </Corruption_Galactic_Production_Price_Multipliers>
		<Corruption_Tactical_Production_Time_Multipliers> 1.0, 1.0 </Corruption_Tactical_Production_Time_Multipliers>
		<Corruption_Tactical_Production_Price_Multipliers> 1.0, 1.0 </Corruption_Tactical_Production_Price_Multipliers>
		<Corruption_Tactical_Build_Pad_Time_Multipliers> 1.0, 1.0 </Corruption_Tactical_Build_Pad_Time_Multipliers>
		<Corruption_Tactical_Build_Pad_Price_Multipliers> 1.0, 1.0 </Corruption_Tactical_Build_Pad_Price_Multipliers>
		<Easily_Bribed> Yes </Easily_Bribed>

		<Scatters_From_Crushers> false </Scatters_From_Crushers>
		
		<Infantry_Icon_Name>i_button_storm_trooper.tga</Infantry_Icon_Name>
		<Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>
		<Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>
		<Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>
		<Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>
		<Fighter_Icon_Name>i_button_tie_fighter.tga</Fighter_Icon_Name>
        <Tech_Tree_Dialog_Name>IDD_TECH_TREE_EMPIRE</Tech_Tree_Dialog_Name>
        <Helper_Icon_Name>i_empire_help_droid.tga</Helper_Icon_Name>

		<Space_Retreat_Countdown_Seconds> 10.99 </Space_Retreat_Countdown_Seconds> 
		<Space_Retreat_Pursue_Max_Speed_Mod_Factor> 3.0 </Space_Retreat_Pursue_Max_Speed_Mod_Factor> 
		<Space_Retreat_Units_Damaged_Mod_Factor> 4.0 </Space_Retreat_Units_Damaged_Mod_Factor> 
		<Space_Retreat_Flight_Increment> 500.0 </Space_Retreat_Flight_Increment>
		<Space_Retreat_Unit_Increment_Wait_Frames> 1 </Space_Retreat_Unit_Increment_Wait_Frames>
		<Space_Retreat_Off_Map_Dest_Pos> 12000.0, 12000.0, 0.0 </Space_Retreat_Off_Map_Dest_Pos>	<!-- WARNING: For some reason, non-0.0 Z crashes the game -->
		<Space_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Space_Retreat_Countdown_Color_RGBA>
		<Space_Retreat_Countdown_Text_ID> TEXT_RETREAT_SPACE_EMPIRE_COUNTDOWN </Space_Retreat_Countdown_Text_ID>

		<Space_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Space </Space_Retreat_Begin_SFXEvent>
		<Space_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Space_Retreat_Cancel_SFXEvent>
		<Space_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Space_Retreat_Not_Allowed_SFXEvent>
		<Space_Retreat_Not_Allowed_Reason_1_SFXEvent> EHD_Retreat_Interdictor </Space_Retreat_Not_Allowed_Reason_1_SFXEvent>			<!-- Reason 1: Gravity Well -->                 
		<Space_Retreat_Not_Allowed_Reason_2_SFXEvent> Unit_Retreat_Tarkin </Space_Retreat_Not_Allowed_Reason_2_SFXEvent>                               <!-- Reason 2: Friendly Hero Preventing -->     
		<Space_Retreat_Not_Allowed_Reason_3_SFXEvent> </Space_Retreat_Not_Allowed_Reason_3_SFXEvent>                               <!-- Reason 3: Tactical Superweaper Present --> 

		<Space_Surrender_SFXEvent> EHD_Retreat_Started_Space </Space_Surrender_SFXEvent>

		<Land_Retreat_Countdown_Seconds> 10.99 </Land_Retreat_Countdown_Seconds>  
		<Land_Retreat_Pursue_Max_Speed_Mod_Factor> 2.0 </Land_Retreat_Pursue_Max_Speed_Mod_Factor> 
		<Land_Retreat_Units_Damaged_Mod_Factor> 2.0 </Land_Retreat_Units_Damaged_Mod_Factor> 
		<Land_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Land_Retreat_Countdown_Color_RGBA>
		<Land_Retreat_Countdown_Text_ID> TEXT_RETREAT_LAND_EMPIRE_COUNTDOWN </Land_Retreat_Countdown_Text_ID>

		<Land_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Land </Land_Retreat_Begin_SFXEvent>
		<Land_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Land_Retreat_Cancel_SFXEvent>
		<Land_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Land_Retreat_Not_Allowed_SFXEvent>
		<Land_Retreat_Not_Allowed_Reason_1_SFXEvent> </Land_Retreat_Not_Allowed_Reason_1_SFXEvent>				<!-- Reason 1: Gravity Well -->                 
		<Land_Retreat_Not_Allowed_Reason_2_SFXEvent> </Land_Retreat_Not_Allowed_Reason_2_SFXEvent>            <!-- Reason 2: Friendly Hero Preventing -->     
		<Land_Retreat_Not_Allowed_Reason_3_SFXEvent> </Land_Retreat_Not_Allowed_Reason_3_SFXEvent>            <!-- Reason 3: Tactical Superweaper Present --> 

		<Land_Surrender_SFXEvent> EHD_Retreat_Started_Land </Land_Surrender_SFXEvent>

		<!-- <Reinforcements_Selection_SFXEvent> EHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent> -->
		<!-- <Reinforcements_Pick_Landing_Zone_SFXEvent> EHD_Choose_Landing </Reinforcements_Pick_Landing_Zone_SFXEvent> -->
		<!-- <Reinforcements_Enroute_SFXEvent> EHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent> -->
		<!-- <Reinforcements_Cancelled_SFXEvent> EHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent> -->
		<Reinforcements_Selection_SFXEvent> EHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent>
		<Reinforcements_Pick_Landing_Zone_SFXEvent> </Reinforcements_Pick_Landing_Zone_SFXEvent>
		<Reinforcements_Enroute_SFXEvent> EHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent>
		<Reinforcements_Cancelled_SFXEvent> EHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent>

		<Reinforcements_Requesting_SFXEvent> EHD_Request_Assistance </Reinforcements_Requesting_SFXEvent>
		<Reinforcements_Ready_SFXEvent> EHD_Reinforcements_Available </Reinforcements_Ready_SFXEvent>

		<Reinforcements_Shadow_Blob_Material_Name> Reinforcement_Overlay_Empire </Reinforcements_Shadow_Blob_Material_Name>

		<Bombing_Run_Shadow_Blob_Material_Name> Bombing_Run_Empire </Bombing_Run_Shadow_Blob_Material_Name>
		<Bombing_Run_Blob_Size> 100.0 </Bombing_Run_Blob_Size>

		<!-- BOMBARDMENT DATA -->
		<Bombardment_Shadow_Blob_Material_Name> Bombardment_Empire </Bombardment_Shadow_Blob_Material_Name>
		<Bombardment_Blob_Size> 200.0 </Bombardment_Blob_Size>
		<Bombardment_Required_Orbital_Ships> Star_Destroyer, Acclamator_Assault_Ship, Victory_Destroyer, Executor_Super_Star_Destroyer, Accuser_Star_Destroyer, Admonitor_Star_Destroyer </Bombardment_Required_Orbital_Ships>
		<Bombardment_Projectile> Proj_Empire_Bombardment_Turbolaser </Bombardment_Projectile>
		<Bombardment_Number_Of_Salvos> 3 </Bombardment_Number_Of_Salvos>
		<Bombardment_Shots_Per_Salvo> 4 </Bombardment_Shots_Per_Salvo>
		<Bombardment_Shot_Delay> 0.3 </Bombardment_Shot_Delay>
		<Bombardment_Salvo_Delay> 1.2 </Bombardment_Salvo_Delay>
        <Bombardment_Initial_Delay> 3.0 </Bombardment_Initial_Delay>

		<Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>
		<Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
        <Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>
		
		<Space_Skirmish_Unit_Buy_Credits> 100000 </Space_Skirmish_Unit_Buy_Credits>
		<Space_Skirmish_AI_Default_Forces> 
			TIE_Interceptor_Squadron, TIE_Interceptor_Squadron
		</Space_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Buy_Credits> 50000 </Land_Skirmish_Unit_Buy_Credits>
		<Land_Skirmish_AI_Default_Forces> 
			Imperial_Stormtrooper_Squad, Imperial_Stormtrooper_Squad
		</Land_Skirmish_AI_Default_Forces>

		<Land_Skirmish_Unit_Cap_By_Player_Count>
			0,200,
			201,400,
			408,600,
		</Land_Skirmish_Unit_Cap_By_Player_Count>

		<Debug_Ground_Structures>
			E_Ground_Barracks,
			E_Ground_Officer_Academy,
			E_Ground_Light_Vehicle_Factory
			Power_Generator_E,
			Communications_Array_E
		</Debug_Ground_Structures>

        <Superweapon_Win_Movie>Empire_Win_Deathstar</Superweapon_Win_Movie>
        <Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>
        <Finale_Movie>Empire_Win_Space</Finale_Movie>
        <Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text>
        <Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text>

        <Space_Win_Image>i_es_win.tga</Space_Win_Image>
        <Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>
        <Land_Win_Image>i_el_win.tga</Land_Win_Image>
        <Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>

		<!-- This enables the galactic victory condition: "Win by capturing Coruscant and eliminating Emperor Palpatine" -->
		<Home_Planet>Coruscant</Home_Planet>
		<Faction_Leader>Emperor_Palpatine</Faction_Leader>
		<Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>


		<!-- Allow special weapon firing in tactical maps that have no parent galactic mode -->
		<Standalone_Space_Maps_Special_Weapon_A> Ground_Empire_Hypervelocity_Gun </Standalone_Space_Maps_Special_Weapon_A>
		<Standalone_Space_Maps_Special_Weapon_B> </Standalone_Space_Maps_Special_Weapon_B>


		<!-- Currently not used by Empire, but data is stubbed in for future use -->
		<Land_Area_Effect_Range_Overlay_Material_Name> Empire_Land_Area_Effect_Range_Overlay </Land_Area_Effect_Range_Overlay_Material_Name> <!-- In ShadowBlobMaterials.xml -->
		<Land_Area_Effect_Range_Overlay_RGBA> 128, 255, 128, 128 </Land_Area_Effect_Range_Overlay_RGBA>
		<Land_Area_Effect_Range_Overlay_Scale_Factor> 1.20 </Land_Area_Effect_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->

		<!-- Overlay ring used by Boba Fett when targeting with his "jet pack burst" jump ability, this is the ring around Boba to show click target terrain range -->
		<Land_Ability_Targeting_Range_Overlay_Material_Name> Empire_Land_Ability_Targeting_Range_Overlay </Land_Ability_Targeting_Range_Overlay_Material_Name>	<!-- In ShadowBlobMaterials.xml -->
		<Land_Ability_Targeting_Range_Overlay_RGBA> 255, 255, 64, 128 </Land_Ability_Targeting_Range_Overlay_RGBA>
		<Land_Ability_Targeting_Range_Overlay_Scale_Factor> 1.20 </Land_Ability_Targeting_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->





		<!-- SFXEvents -->
		<SFXEvent_GUI_Start_Campaign> GUI_Select_Empire_SFX </SFXEvent_GUI_Start_Campaign>
		<SFXEvent_Slice_Success> EHD_New_Options </SFXEvent_Slice_Success>
		<SFXEvent_Slice_Failure> GUI_Bad_Sound </SFXEvent_Slice_Failure>
		<SFXEvent_Max_Credits_Limit_Reached> EHD_Credit_Capacity </SFXEvent_Max_Credits_Limit_Reached>
		<SFXEvent_Land_Invasion_Commencing> EHD_Invasion_Commencing </SFXEvent_Land_Invasion_Commencing>
		<SFXEvent_Build_Impossible_Location_Blockaded> EHD_System_Blockaded </SFXEvent_Build_Impossible_Location_Blockaded>	  	<!-- In this case, enemy ships in orbit so can't build space station -->
		<SFXEvent_New_Construction_Options_Available> EHD_New_Construction </SFXEvent_New_Construction_Options_Available> 		<!-- Can be Tactical or Galactic -->
		<SFXEvent_Mission_Added> EHD_Mission_Updated </SFXEvent_Mission_Added> <!-- A new mission has been added to the holocron - the incoming transmission radar movie (and audio) is also playing -->
		<SFXEvent_Base_Shield_Absorb_Damage> SFX_Shield_Absorb_Detonation </SFXEvent_Base_Shield_Absorb_Damage> <!-- Tactical: When the base shield absorbs damage, most likely by a projectile -->
		<SFXEvent_Tactical_Unit_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Unit_Cap_Reached> <!-- Tactical: When you cant drag in anymore tactical units from the reinforcement palette -->
		<SFXEvent_Arrive_From_Hyperspace> Unit_Ship_Hyperspace_Enter </SFXEvent_Arrive_From_Hyperspace>
		<SFXEvent_Exit_Into_Hyperspace> Unit_Ship_Hyperspace_Exit </SFXEvent_Exit_Into_Hyperspace>
		<SFXEvent_Space_Base_Under_Attack_Announcement> EHD_Space_Station_Under_Attack </SFXEvent_Space_Base_Under_Attack_Announcement>
		<SFXEvent_Land_Base_Under_Attack_Announcement> EHD_Base_Under_Attack </SFXEvent_Land_Base_Under_Attack_Announcement>
		<SFXEvent_Enemy_Fleet_Approaching_Planet> EHD_Enemy_Fleet_Approaching</SFXEvent_Enemy_Fleet_Approaching_Planet>
		<SFXEvent_Strategic_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Strategic_Pop_Cap_Reached>
		<SFXEvent_Tactical_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Pop_Cap_Reached>
		<SFXEvent_Planet_Corrupted> GUI_Corruption </SFXEvent_Planet_Corrupted>
		<SFXEvent_Corruption_Removed> EHD_Corruption_Removed </SFXEvent_Corruption_Removed>
		<SFXEvent_Bunker_Garrisoned> Structure_Garrison_SFX </SFXEvent_Bunker_Garrisoned>
		<SFXEvent_Bunker_Vacated> Structure_UnGarrison_SFX </SFXEvent_Bunker_Vacated>

		<!-- MusicEvents -->
		<Strategic_Map_Music_Event> Galactic_Map_Empire_Music_Event </Strategic_Map_Music_Event>
		<Music_Event_Battle_Load_Screen> Tactical_Battle_Loading_Loop_Event </Music_Event_Battle_Load_Screen>

		<!-- ============================================== -->
		<!-- EMPIRE WIN/LOSE MUSIC EVENTS                   -->
		<!-- ============================================== -->

		<!-- Specific vs. Factions -->
		<Music_Event_Tactical_Win_Vs_Faction> Rebel,      Empire_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction> Pirates,    Empire_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>
		<Music_Event_Tactical_Win_Vs_Faction> Underworld, Empire_Win_Tactical_Event </Music_Event_Tactical_Win_Vs_Faction>

		<Music_Event_Tactical_Lose_Vs_Faction> Rebel,      Lose_To_Rebel_Event </Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Pirates,    Lose_To_Underworld_Event </Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Underworld, Lose_To_Underworld_Event </Music_Event_Tactical_Lose_Vs_Faction>
		<Music_Event_Tactical_Lose_Vs_Faction> Empire,    Lose_To_Empire_Event </Music_Event_Tactical_Lose_Vs_Faction>

		<Music_Event_Strategic_Win_Vs_Faction> Rebel,      Empire_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction> Pirates,    Empire_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>
		<Music_Event_Strategic_Win_Vs_Faction> Underworld, Empire_Win_Strategic_Event </Music_Event_Strategic_Win_Vs_Faction>

		<Music_Event_Strategic_Lose_Vs_Faction> Rebel,      Lose_To_Rebel_Event </Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Pirates,    Lose_To_Underworld_Event</Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Underworld, Lose_To_Underworld_Event </Music_Event_Strategic_Lose_Vs_Faction>
		<Music_Event_Strategic_Lose_Vs_Faction> Empire,    Lose_To_Empire_Event </Music_Event_Strategic_Lose_Vs_Faction>


		<!-- Generic -->
		<Music_Event_Tactical_Win> Empire_Win_Tactical_Event </Music_Event_Tactical_Win>
		<Music_Event_Tactical_Lose> Empire_Lose_Tactical_Event </Music_Event_Tactical_Lose>
		<Music_Event_Strategic_Win> Empire_Win_Strategic_Event </Music_Event_Strategic_Win>
		<Music_Event_Strategic_Lose> Empire_Lose_Strategic_Event </Music_Event_Strategic_Lose>

		<!-- ======================================================================= -->
		<!-- EMPIRE SUPERWEAPON PRESENT MUSIC EVENTS - Overrides to map events below -->
		<!-- ======================================================================= -->

		<Music_Event_Space_Ambient_Super_Weapon> </Music_Event_Space_Ambient_Super_Weapon>
		<Music_Event_Space_Battle_Super_Weapon> Space_Map_Empire_Battle_Death_Star_Music_Event </Music_Event_Space_Battle_Super_Weapon>
		<Music_Event_Land_Ambient_Super_Weapon> </Music_Event_Land_Ambient_Super_Weapon>
		<Music_Event_Land_Battle_Super_Weapon> </Music_Event_Land_Battle_Super_Weapon>

		<!-- ====================================================================== -->
		<!-- EMPIRE TACTICAL BATTLE PENDING AUDIO EVENTS                            -->
		<!-- ====================================================================== -->

		<SFX_Event_Tactical_Land_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Land_Battle_Pending>  	<!-- FILL IN EVENT HERE! -->
		<SFX_Event_Tactical_Space_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Space_Battle_Pending>	<!-- FILL IN EVENT HERE! -->
		<Music_Event_Tactical_Land_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Land_Battle_Pending> 		<!-- Rebel_Lose_Tactical_Event = PLACEHOLDER TEST -->
		<Music_Event_Tactical_Space_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Space_Battle_Pending>	<!-- Rebel_Lose_Tactical_Event = PLACEHOLDER TEST -->

		<!-- =============================================== -->
		<!-- EMPIRE MAPS MUSIC EVENTS - AMBIENT (NON-BATTLE) -->
		<!-- =============================================== -->

		<!-- Empire: Space maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Space, Space_Map_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

		<!-- Empire: Temperate land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Temperate, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
 
		<!-- Empire: Arctic land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Arctic, Ice_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

		<!-- Empire: Desert land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Desert, Desert_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- Empire: Forest land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Forest, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
 
		<!-- Empire: Swamp land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Swamp, Swamp_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
  
		<!-- Empire: Volcanic land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Volcanic, Volcanic_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

		<!-- Empire: Urban land maps: Music events for ambient (non-battle) -->
		<Music_Event_List_Ambient> Urban, Urban_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

		<!-- ================================= -->
		<!-- EMPIRE MAPS MUSIC EVENTS - BATTLE -->
		<!-- ================================= -->

		<!-- Empire: Space maps: Music events for battle -->
		<Music_Event_List_Battle> Space, Space_Map_Empire_Battle_Music_Event </Music_Event_List_Battle>

		<!-- Empire: Temperate land maps: Music evnts for battle -->
		<Music_Event_List_Battle> Temperate, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
 
		<!-- Empire: Arctic land maps: Music events for battle -->
		<Music_Event_List_Battle> Arctic, Ice_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

		<!-- Empire: Desert land maps: Music events for battle -->
		<Music_Event_List_Battle> Desert, Desert_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
 
		<!-- Empire: Forest land maps: Music events for battle -->
		<Music_Event_List_Battle> Forest, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

		<!-- Empire: Swamp land maps: Music events for battle -->
		<Music_Event_List_Battle> Swamp, Swamp_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
 
		<!-- Empire: Volcanic land maps: Music evets for battle -->
		<Music_Event_List_Battle> Volcanic, Volcanic_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
 
		<!-- Empire: Urban land maps: Music events for battle -->
		<Music_Event_List_Battle> Urban, Urban_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
		
		<!-- ============================================= -->
		<!-- OBJECT SPOTTED ANNOUNCEMENTS	  		         -->
		<!-- ============================================= -->

		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire, Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,					Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Boba_Fett,								Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Kyle_Katarn,							Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi,						Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel,	Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Han_Solo,								Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>Darth_Vader,							Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
		<SFXEvent_Unit_Type_Spotted>General_Veers,						Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

        <SFXEvent_Unit_Type_Spotted>Tyber_Zann,		                    Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>The_Peacebringer,		            Unit_Announce_Tyber_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

        <SFXEvent_Unit_Type_Spotted>IG-88,                              Unit_Announce_IG88_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Urai_Fen,		                    Unit_Announce_Urai_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Silri,		                        Unit_Announce_Silri_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Grand_Admiral_Thrawn,		        Unit_Announce_Thrawn_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Executor_Super_Star_Destroyer,		Unit_Announce_Executor_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Yoda,		                        Unit_Announce_Yoda_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Luke_Skywalker_Jedi,		        Unit_Announce_Luke_Empire_Soldier</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Gargantuan_Battle_Platform,		    Unit_Announce_Gargantuan_Empire_Soldier</SFXEvent_Unit_Type_Spotted>

        <SFXEvent_Enemy_Spotted> Unit_See_Enemy_Storm_Trooper </SFXEvent_Enemy_Spotted>

		<!-- =============================================== -->
		<!-- EMPIRE SUPERWEAPON ANNOUNCEMENTS                -->
		<!-- =============================================== -->

		<SpeechEvent_Super_Weapon_Moving_Into_Range> EHD_Death_Star_Begin_Approach </SpeechEvent_Super_Weapon_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds> EHD_Death_Star_1_Minute </SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds> EHD_Death_Star_30_Seconds </SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
  		<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds> EHD_Death_Star_15_Seconds </SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
  		<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds> EHD_Death_Star_5_Seconds </SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Moved_Into_Range> EHD_Death_Star_Cleared </SpeechEvent_Super_Weapon_Moved_Into_Range>

		<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
  		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
  		<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
		<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>
           
		<!-- Event to play when a local player captures or loses control of a planet -->
		<SFXEvent_Planet_Gained_Control> EHD_Planet_Gained </SFXEvent_Planet_Gained_Control>	<!-- Plays anytime control is gained -->
		<SFXEvent_Planet_Lost_Control> EHD_Planet_Lost </SFXEvent_Planet_Lost_Control>			<!-- Plays only when control is lost from other player -->

		<!-- Events to play when toggling shield states from the GUI / Command Bar -->
		<!-- <SFXEvent_GUI_Toggle_Shields_On> GUI_Toggle_Shields_On </SFXEvent_GUI_Toggle_Shields_On>
		<SFXEvent_GUI_Toggle_Shields_Off> GUI_Toggle_Shields_Off </SFXEvent_GUI_Toggle_Shields_Off> -->
			<!-- Power to shields -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- Interdict -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- BARRAGE -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- HUNT -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- SPREAD_OUT -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_LURE -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE, GUI_Toggle_Lure_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE, GUI_Toggle_Lure_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_ROCKET_ATTACK -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>  
		
		<!-- HARASS -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		
		<!-- Scout -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
		
		<!-- Deploy -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

		<!-- Turbo -->	
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



		<!-- Power to shields -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Interdict -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- BARRAGE -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- HUNT -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- SPREAD_OUT -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_LURE -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- ABILITY_ROCKET_ATTACK -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
				
		<!-- HARASS -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		
		<!-- Scout -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
		
		<!-- Deploy -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Turbo -->	
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
		<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

		<!-- Empire Tactical Battle Audio -->
		<SFXEvent_HUD_Landing_Zone_Captured> EHD_Landing_Zone_Captured </SFXEvent_HUD_Landing_Zone_Captured>  							<!-- We captured a landing soze -->
		<SFXEvent_HUD_Landing_Zone_Lost> EHD_Landing_Zone_Lost </SFXEvent_HUD_Landing_Zone_Lost>		  										<!-- We lost one of our landing zones -->
		<SFXEvent_HUD_Last_Landing_Zone_Lost> EHD_Last_Landing_Zone_Lost </SFXEvent_HUD_Last_Landing_Zone_Lost>							<!-- We lost our last landing zone -->
		<SFXEvent_HUD_Build_Pad_Captured> EHD_Build_Pad_Captured </SFXEvent_HUD_Build_Pad_Captured>  										<!-- We captured a build pad -->
		<SFXEvent_HUD_Build_Pad_Lost> EHD_Build_Pad_Lost </SFXEvent_HUD_Build_Pad_Lost>		  													<!-- We lost one of our build pads -->
		<SFXEvent_HUD_Base_Shield_Offline> EHD_Base_Shield_Offline </SFXEvent_HUD_Base_Shield_Offline>										<!-- Our base shield just went offline -->
		<SFXEvent_HUD_Enemy_Base_Shield_Offline> EHD_Enemy_Base_Shield_Offline </SFXEvent_HUD_Enemy_Base_Shield_Offline>				<!-- The enemies base shield just went offline -->
		<SFXEvent_HUD_Base_Shield_Online> EHD_Base_Shields_Up </SFXEvent_HUD_Base_Shield_Online>												<!-- Our base shield just went back online -->
		<SFXEvent_HUD_Enemy_Base_Shield_Online> EHD_Enemy_Base_Shields_Up </SFXEvent_HUD_Enemy_Base_Shield_Online>						<!-- The enemies base shield just went back online -->
		<SFXEvent_HUD_Base_Shield_Penetrated> EHD_Base_Shield_Penetrated </SFXEvent_HUD_Base_Shield_Penetrated>							<!-- Our base shield was just penetrated by the enemy -->
		<SFXEvent_HUD_Enemy_Base_Shield_Penetrated> EHD_Enemy_Base_Shield_Penetrated </SFXEvent_HUD_Enemy_Base_Shield_Penetrated>	<!-- We just penetrated then enemies base shield -->

		<SFXEvent_HUD_Won_Land_Battle> EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle> 															<!-- We won the land battle -->
		<SFXEvent_HUD_Lost_Land_Battle> EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle> 															<!-- We lost the land battle -->
		<SFXEvent_HUD_Won_Space_Battle> EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle> 													   	<!-- We won the space battle -->  	
		<SFXEvent_HUD_Lost_Space_Battle> EHD_Defeated </SFXEvent_HUD_Lost_Space_Battle>                       							<!-- We lost the space battle --> 

		<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present> EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present> 			<!-- We won the land battle with enemy tactical superweapon present -->
		<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present> EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present> 			<!-- We lost the land battle with enemy tactical superweapon present -->
		<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present> EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present> 			<!-- We won the space battle with enemy tactical superweapon present -->  	
		<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present> EHD_Defeated </SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>        <!-- We lost the space battle with enemy tactical superweapon present --> 

		<SFXEvent_HUD_Tactical_Victory_Near> Unit_Near_Victory_Storm_Trooper </SFXEvent_HUD_Tactical_Victory_Near>  <!-- PLACERHOLDER FOR FRANK -->	<!-- We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition --> 
		<SFXEvent_HUD_Repairing> EHD_Repairing </SFXEvent_HUD_Repairing>																									<!-- Repair is underway on something -->
		<SFXEvent_HUD_Gravity_Control_Generator_On> </SFXEvent_HUD_Gravity_Control_Generator_On> 												<!-- The gravity control generator is switched on from off -->
		<SFXEvent_HUD_Gravity_Control_Generator_Off> </SFXEvent_HUD_Gravity_Control_Generator_Off>											<!-- The gravity control generator is switched off from on -->

		<SFXEvent_HUD_Special_Weapon_Ready> EHD_Hypervelocity_Available </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Ready> </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Ready> </SFXEvent_HUD_Special_Weapon_Ready> 							<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Special_Weapon_Charging> EHD_Hypervelocity_Charging </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Charging> </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Charging> </SFXEvent_HUD_Special_Weapon_Charging> 					<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Special_Weapon_Firing> EHD_Hypervelocity_Firing </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Special_Weapon_Firing> </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Special_Weapon_Firing> </SFXEvent_HUD_Special_Weapon_Firing> 						<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>			<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>	<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> EHD_Hypervelocity_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 0 = Hypervelocity Gun -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> EHD_Ion_Cannon_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
		<SFXEvent_HUD_Enemy_Special_Weapon_Firing> </SFXEvent_HUD_Enemy_Special_Weapon_Firing>			<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

		<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds> EHD_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds> EHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds> EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds> EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds> EHD_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
  		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds> EHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds> EHD_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds> EHD_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds> EHD_Enemy_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds> EHD_Enemy_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds> EHD_Enemy_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds> EHD_Enemy_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
		<SFXEvent_HUD_Reinforcement_Point_Contested> EHD_Reinforcement_Contested </SFXEvent_HUD_Reinforcement_Point_Contested>

		<SFXEvent_Tactical_Lose_Friendly_Control> Reinforcement_Point, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Reinforcement_Point, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>		
		<SFXEvent_Tactical_Lose_Enemy_Control> Skirmish_Build_Pad, EHD_Build_Pad_Lost  </SFXEvent_Tactical_Lose_Enemy_Control>		
		<SFXEvent_Tactical_Gain_Enemy_Control> Skirmish_Build_Pad, EHD_Build_Pad_Captured </SFXEvent_Tactical_Gain_Enemy_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mining_Facility, EHD_Lost_Mining </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mining_Facility, EHD_Capture_Mining </SFXEvent_Tactical_Gain_Friendly_Control>	
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Sensor, EHD_Lost_Sensor </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Sensor, EHD_Capture_Sensor </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mercenary_Outfitter, EHD_Lost_Mercenaries </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries </SFXEvent_Tactical_Gain_Friendly_Control>

<!--
		<SFXEvent_Tactical_Lose_Friendly_Control>Garrison_Bunker_Capturable, EHD_Lost_Bunker </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Garrison_Bunker_Capturable, EHD_Capture_Bunker </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Hutt_Asteroid_Base, EHD_Lost_Hutt_Asteroid </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Hutt_Asteroid_Base, EHD_Capture_Hutt_Asteroid </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>N_Gravity_Well_Station, EHD_Lost_GravWell </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>N_Gravity_Well_Station, EHD_Capture_GravWell </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>N_Remote_Sensor_Pod, EHD_Lost_Sensor </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>N_Remote_Sensor_Pod, EHD_Capture_Sensor </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirmish_Outpost_Pad, EHD_Lost_Outpost_Pad </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirmish_Outpost_Pad, EHD_Capture_Outpost_Pad </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Skirrmish_Mineral_Processor_Pad, EHD_Lost_MinProc </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Skirrmish_Mineral_Processor_Pad, EHD_Capture_MinProc </SFXEvent_Tactical_Gain_Friendly_Control>
-->

		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus1_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus2_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus3_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus4_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus5_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>
		<SFXEvent_Tactical_Lose_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
		<SFXEvent_Tactical_Gain_Friendly_Control>Reinforcement_Point_Plus10_Cap, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>



		<!-- Faction-based tactical constuction world 3D SFX - these are not HUD responses, but physical sound effects -->
		<SFXEvent_Tactical_Object_Building_Started> Structure_Buildable_Start </SFXEvent_Tactical_Object_Building_Started>	<!-- An object is just starting construction in the world -->
  		<SFXEvent_Tactical_Object_Building_Loop> Structure_Buildable_Loop </SFXEvent_Tactical_Object_Building_Loop>				<!-- An object is currently under construction (loop) in the world -->
		<SFXEvent_Tactical_Object_Building_Complete> Structure_Buildable_Stop </SFXEvent_Tactical_Object_Building_Complete>	<!-- An object has just completed construction in the world -->
  		<SFXEvent_Tactical_Object_Sold> Structure_Buildable_Sold </SFXEvent_Tactical_Object_Sold>									  	<!-- An object is sold in the world -->		

		<!-- Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash -->
		<SFXEvent_Weather_Begin> RAIN,      	Unit_Rain_Storm_Trooper	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> SNOW,  			Unit_Snowstorm_Storm_Trooper  </SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> SANDSTORM,  	Unit_Sandstorm_Storm_Trooper	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_Begin> ASH,   			Unit_Ashfall_Storm_Trooper   	</SFXEvent_Weather_Begin>
		<SFXEvent_Weather_End>   RAIN,      											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   SNOW,      											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   SANDSTORM, 											</SFXEvent_Weather_End>
		<SFXEvent_Weather_End>   ASH,       											</SFXEvent_Weather_End>

		<!-- Bombing runs becoming available cues -->
		<SFXEvent_Bombing_Run_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Available>
		<SFXEvent_Bombing_Run_Ally_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Ally_Available>
		<SFXEvent_Bombing_Run_Enemy_Available> </SFXEvent_Bombing_Run_Enemy_Available>
		<SFXEvent_Bombing_Run_Cancelled> EHD_Bombing_Run_Canceled </SFXEvent_Bombing_Run_Cancelled>
		<SFXEvent_Bombing_Run_Begin_Crosstalk> Unit_Bomb_Land_Tie_Bomber_1 </SFXEvent_Bombing_Run_Begin_Crosstalk>

		<!-- Bombiard becoming available cues -->
		<SFXEvent_Bombard_Available> EHD_Bombard_Available </SFXEvent_Bombard_Available>
		<SFXEvent_Bombard_Ally_Available> EHD_Bombard_Ally_Available </SFXEvent_Bombard_Ally_Available>
		<SFXEvent_Bombard_Enemy_Available> EHD_Bombard_Enemy_Available</SFXEvent_Bombard_Enemy_Available>
		<SFXEvent_Bombard_Cancelled> EHD_Bombard_Canceled </SFXEvent_Bombard_Cancelled>

		<!-- Starbase upgrading cues -->
		<SFXEvent_Starbase_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Upgraded>
		<SFXEvent_Starbase_Enemy_Upgraded> EHD_Enemy_Space_Station_Upgraded </SFXEvent_Starbase_Enemy_Upgraded>
		<SFXEvent_Starbase_Ally_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Ally_Upgraded>

		<!-- Player taunt SFXEvents variable sized list for taunt hot keys -->
		<SFXEvent_Player_Taunt> Unit_Taunt_Vader </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> Unit_Taunt_Boba_Fett   </SFXEvent_Player_Taunt>
		<SFXEvent_Player_Taunt> Unit_Taunt_Emperor </SFXEvent_Player_Taunt>
		
		<!-- Sandbox tactical battle introduction Command Bar movie -->

		<Tactical_Intro_Command_Bar_Movie_Name> Stormtrooper_Loop </Tactical_Intro_Command_Bar_Movie_Name>  <!-- PLACEHOLDER ASSET -->

		<!-- Sandbox tactical battle introduction SpeechEvents -->

		<SpeechEvent_Tactical_Intro_Land_Attacker> GES_INTRO_LAND_ATTACK_E_00 <!--, GES_INTRO_LAND_ATTACK_E_01, GES_INTRO_LAND_ATTACK_E_02, GES_INTRO_LAND_ATTACK_E_03-->  </SpeechEvent_Tactical_Intro_Land_Attacker>		<!-- Default case for land battle as attacker -->
		<SpeechEvent_Tactical_Intro_Land_Defender> GES_INTRO_LAND_DEFEND_E_00 <!--, GES_INTRO_LAND_DEFEND_E_01, GES_INTRO_LAND_DEFEND_E_02, GES_INTRO_LAND_DEFEND_E_03-->  </SpeechEvent_Tactical_Intro_Land_Defender> 	<!-- Default case for land battle as defender -->
		<SpeechEvent_Tactical_Intro_Space_Attacker> GES_INTRO_SPACE_ATTACK_E_00 <!--, GES_INTRO_SPACE_ATTACK_E_01, GES_INTRO_SPACE_ATTACK_E_02, GES_INTRO_SPACE_ATTACK_E_03-->  </SpeechEvent_Tactical_Intro_Space_Attacker> 	<!-- Default case for space battle as attacker -->
		<SpeechEvent_Tactical_Intro_Space_Defender> GES_INTRO_SPACE_DEFEND_E_00 <!--, GES_INTRO_SPACE_DEFEND_E_01, GES_INTRO_SPACE_DEFEND_E_02, GES_INTRO_SPACE_DEFEND_E_03-->  </SpeechEvent_Tactical_Intro_Space_Defender> 	<!-- Default case for space battle as defender -->

		<SpeechEvent_Tactical_Intro_Land_Raid_Defender> GES_INTRO_LAND_DEFEND_E_04 </SpeechEvent_Tactical_Intro_Land_Raid_Defender>  
		<SpeechEvent_Tactical_Intro_Land_Raid_Attacker> </SpeechEvent_Tactical_Intro_Land_Raid_Attacker> <!-- N/A for Empire since does not raid -->

		<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location> GES_INTRO_LAND_ATTACK_E_05 </SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
		<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location> GES_INTRO_LAND_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>

														<!-- Note that conditionals will be evaluated in the order below, so order/priority is important -->
														<!-- -->  
														<!-- Luke object types (4) : 		  	Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron				-->
														<!-- Mon Mothma object types (2):  	Mon_Mothma, Mon_Mothma_Team												-->
														<!-- Emperor Palpatine types (2):  	Emperor_Palpatine, Emperor_Palpatine_Team								-->
														<!-- Death Star types (1):  		  	Death_star																		-->
														<!-- -->  
														<!-- ...Conditional_Or:  A (or) B present - and C not present													-->
														<!-- ...Conditional_And: A (and) B present - and C not present													-->
														<!-- -->  
														<!-- Conditionals:  		(A) Present, 				(B) Present,  	(C) Not Present -->
	
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> Death_Star, 					None, 			None, 	GES_INTRO_SPACE_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Just Death Star present -->

		<!-- A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> Emperor_Palpatine, 		None, 			None, 	GES_INTRO_SPACE_DEFEND_E_04 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Just Emperor Palpatine present -->
			
		<!-- A or B present and C not present -->
		<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> Death_Star, 					None, 			None, 	GES_INTRO_SPACE_ATTACK_E_04 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> <!-- Just Death Star present -->
					
		<!-- A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>  Emperor_Palpatine,			None, 			None, 	GES_INTRO_LAND_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or> <!-- Just Emperor Palpatine present -->
					
		<!-- A or B present and C not present-->
		<SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>  Mon_Mothma,					None, 			None, 	GES_INTRO_LAND_ATTACK_E_04 </SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or> <!-- Just Mon Mothma present -->

		<!-- End Sandbox tactical battle introduction SpeechEvents -->


		<!-- ============================================== -->
		<!-- EMPIRE DROID ADVISOR TEXT		                -->
		<!-- ============================================== -->

		<Galactic_Advisor_Hints>
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
				TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24
		</Galactic_Advisor_Hints>

		<Space_Advisor_Hints>
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
				TEXT_DROID_ADVISOR_EMPIRE_SPACE_13
		</Space_Advisor_Hints>

		<Land_Advisor_Hints>
				TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_07,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_08,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
				TEXT_DROID_ADVISOR_EMPIRE_LAND_11,
				TEXT_DROID_ADVISOR_LAND_12,
				TEXT_DROID_ADVISOR_LAND_13,
				TEXT_DROID_ADVISOR_LAND_14
		</Land_Advisor_Hints>

		<!-- End Droid Advisor Speech/Text -->

		<Allies />
		<Enemies>Rebel, Pirates, Hostile, Target, Sarlacc, Underworld, Hutts</Enemies>
		
		<Can_Control_Planets>true</Can_Control_Planets>

		<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
		<Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>
		<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
		<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
		<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
		<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>
		
		<Multiplayer_Campaign_Heroes>
			Grand_Moff_Tarkin_Team,
			Emperor_Palpatine_Team,
			Boba_Fett_Team,
			General_Veers_Team,
			Accuser_Star_Destroyer
		</Multiplayer_Campaign_Heroes>

		<Multiplayer_Map_Preview_Icon>I_MULTIPLAY_EMPIRE.TGA</Multiplayer_Map_Preview_Icon>

        <Tech_Level_Icon_Name> i_button_e_tech_upgrade_ </Tech_Level_Icon_Name>

      <Alternate_Icon_Prefix> e_ </Alternate_Icon_Prefix>

		<Automatic_Planetary_Corruption_Upgrade_Type> 
			Generic_Intimidation_Corruption_Upgrade,
			Generic_Piracy_Corruption_Upgrade,
			Generic_Kidnapping_Corruption_Upgrade,
			Generic_Racketeering_Corruption_Upgrade,
			Generic_Corrupt_Militia_Corruption_Upgrade,
			Generic_Bribery_Corruption_Upgrade,
			Generic_Black_Market_Corruption_Upgrade,
			Generic_Bonded_Citizens_Corruption_Upgrade,
		</Automatic_Planetary_Corruption_Upgrade_Type>

	</Faction>




	<Faction Name="Pirates">

		<Is_Debug_Switchable_To> No </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> Yes </Create_Player_In_Multiplayer_Games>

		<Text_ID> TEXT_FACTION_PIRATES </Text_ID>
		<Icon_Name> i_icon_pirate.tga </Icon_Name>
		<Alternate_Icon_Name> pirate_icon.tga </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 255, 128, 0, 255 </Color>
		<No_Colorization_Color> 231, 221, 67, 255 </No_Colorization_Color>
		<Display_Font_Color> 255, 128, 0, 255 </Display_Font_Color>
		<Big_Fleet_Color> 255, 128, 0, 150 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 1.0 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 10.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>False</Is_Playable>
		<Primary_Enemy>  </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> No </Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event> </Strategic_Map_Music_Event>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Debug_Ground_Structures>Pirate_Command_Center</Debug_Ground_Structures>
		<Scatters_From_Crushers> true </Scatters_From_Crushers>

		<Allies />
		<Enemies>Empire, Rebel, Hostile, Sarlacc, Underworld, Hutts</Enemies>
		<Easily_Bribed> Yes </Easily_Bribed>

		<Can_Control_Planets>true</Can_Control_Planets>

	</Faction>

	<Faction Name="Neutral">

		<Is_Debug_Switchable_To> No </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> Yes </Create_Player_In_Multiplayer_Games>

		<Text_ID> TEXT_FACTION_NEUTRAL </Text_ID>
		<Icon_Name> </Icon_Name>
		<Alternate_Icon_Name> </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> galacticfleeticon.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 100, 100, 100, 255 </Color>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
		<Display_Font_Color> 128, 128, 128, 255 </Display_Font_Color>
		<Big_Fleet_Color> 128, 128, 128, 100 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 1.0 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 13.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy>  </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> Yes </Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event> </Strategic_Map_Music_Event>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Scatters_From_Crushers> true </Scatters_From_Crushers>
		<Allies />
		<Enemies />

	</Faction>


	<Faction Name="Hostile">

		<Is_Debug_Switchable_To> No </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> Yes </Create_Player_In_Multiplayer_Games>

		<Scatters_From_Crushers> true </Scatters_From_Crushers>
		<Text_ID> TEXT_FACTION_HOSTILE </Text_ID>
		<Icon_Name> i_icon_pirate.tga </Icon_Name>
		<Alternate_Icon_Name> pirate_icon.tga </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> galacticfleeticon.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 153, 21, 223, 255 </Color>
		<No_Colorization_Color> 153, 21, 223, 255 </No_Colorization_Color>
		<Display_Font_Color> 153, 21, 223, 255 </Display_Font_Color>
		<Big_Fleet_Color> 153, 21, 223, 255 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 1.0 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 13.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy> </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> No </Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event> </Strategic_Map_Music_Event>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies>Neutral</Allies>
		<Enemies>Empire, Rebel, Pirates, Sarlacc, Underworld</Enemies>

	</Faction>

	<Faction Name="Sarlacc">

		<Is_Debug_Switchable_To> No </Is_Debug_Switchable_To>
		<Create_Player_In_Multiplayer_Games> Yes </Create_Player_In_Multiplayer_Games>

		<Text_ID> TEXT_FACTION_SARLACC </Text_ID>
		<Icon_Name> i_icon_pirate.tga </Icon_Name>
		<Alternate_Icon_Name> pirate_icon.tga </Alternate_Icon_Name>
		<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
		<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
		<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
		<Fleet_Icon_Name> galacticfleeticon.tga </Fleet_Icon_Name>
		<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
		<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
		<Color> 153, 21, 223, 255 </Color>
		<No_Colorization_Color> 153, 21, 223, 255 </No_Colorization_Color>
		<Display_Font_Color> 153, 21, 223, 255 </Display_Font_Color>
		<Big_Fleet_Color> 153, 21, 223, 255 </Big_Fleet_Color>
		<Credits_Accumulation_Factor> 1.0 </Credits_Accumulation_Factor>
		<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
		<Planet_Icon_Offset> 13.0, 10.0, -1.1 </Planet_Icon_Offset>
		<Is_Playable>false</Is_Playable>
		<Primary_Enemy> </Primary_Enemy>
		<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
		<Is_Neutral> No </Is_Neutral>
		<Force_Alignment>Neutral</Force_Alignment>
		<Strategic_Map_Music_Event> </Strategic_Map_Music_Event>
		<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
		<Maintenance_Cost>0.0</Maintenance_Cost>
		<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
		<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
		<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

		<Allies />
		<Enemies>Empire, Rebel, Pirates, Hostile, Underworld, Hutts</Enemies>

	</Faction>


</Factions>