FACT:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Construction Yard
		Description: Builds structures
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 1400
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
	Bib:
	Production:
		Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
	Transforms:
		IntoActor: mcv
		Offset: 1,1
		Facing: 108
	ProductionQueue@GDIBuilding:
		Type: Building.GDI
		Race: gdi
		Group: Building
		BuildSpeed: .4
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@NodBuilding:
		Type: Building.Nod
		Race: nod
		Group: Building
		BuildSpeed: .4
		LowPowerSlowdown: 2
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@GDIDefense:
		Type: Defence.GDI
		Race: gdi
		Group: Defence
		BuildSpeed: .4
		LowPowerSlowdown: 3
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	ProductionQueue@NodDefense:
		Type: Defence.Nod
		Race: nod
		Group: Defence
		BuildSpeed: .4
		LowPowerSlowdown: 3
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
	BaseBuilding:
	ProductionBar@BuildingGDI:
		ProductionType: Building.GDI
	ProductionBar@BuildingNod:
		ProductionType: Building.Nod
	ProductionBar@DefenceGDI:
		ProductionType: Defence.GDI
	ProductionBar@DefenceNod:
		ProductionType: Defence.Nod
	BaseProvider:
		Cooldown: 75
		Range: 14
	WithBuildingPlacedAnimation:
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:

FACT.GDI:
	Inherits: FACT
	RenderBuilding:
		Image: fact
	Buildable:
		Queue: Building.GDI, Building.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: gdi
	Tooltip:
		Name: Construction Yard (GDI)

FACT.NOD:
	Inherits: FACT
	RenderBuilding:
		Image: fact
	Buildable:
		Queue: Building.GDI, Building.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: nod
	Tooltip:
		Name: Construction Yard (Nod)

NUKE:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Power Plant
		Description: Generates power
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
		BuildPaletteOrder: 10
		Prerequisites: fact
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 500
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 100
	ScalePowerWithHealth:

NUK2:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 800
	Tooltip:
		Name: Advanced Power Plant
		Description: Provides more power, cheaper than the \nstandard Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: anyhq, ~techlevel.medium
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 700
	RevealsShroud:
		Range: 4c0
	Bib:
	Power:
		Amount: 200
	ScalePowerWithHealth:

PROC:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1500
	Tooltip:
		Name: Tiberium Refinery
		Description: Processes raw Tiberium\ninto useable resources
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: anypower
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: _x_ xxx ===
		Dimensions: 3,3
	Health:
		HP: 900
	RevealsShroud:
		Range: 6c0
	Bib:
	Refinery:
		DockAngle: 112
		DockOffset: 0,2
		IsDragRequired: True
		DragOffset: -554,512,0
		DragLength: 12
		TickRate: 15
	StoresResources:
		PipColor: Green
		PipCount: 10
		Capacity: 2000
	Selectable:
		Bounds: 72,56,0,12
	CustomSellValue:
		Value: 500
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,2
		Facing: 64
	WithResources:
	Power:
		Amount: -50
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 73,72

SILO:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 300
	Tooltip:
		Name: Tiberium Silo
		Description: Stores processed Tiberium
	Buildable:
		BuildPaletteOrder: 35
		Prerequisites: proc
		Queue: Defence.GDI, Defence.Nod
	Building:
		Footprint: xx
		Dimensions: 2,1
	-GivesBuildableArea:
	Health:
		HP: 400
	RevealsShroud:
		Range: 4c0
	Bib:
		HasMinibib: Yes
	RenderBuildingSilo:
	StoresResources:
		PipCount: 10
		PipColor: Green
		Capacity: 2000
	-RenderBuilding:
	-EmitInfantryOnSell:
	Power:
		Amount: -10
	MustBeDestroyed:
		RequiredForShortGame: false
	SelectionDecorations:
		VisualBounds: 49,30

PYLE:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
		Description: Trains infantry
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: anypower
		Queue: Building.GDI
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 500
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -426,85,0
		ExitCell: 0,1
	Exit@2:
		SpawnOffset: 298,298,0
		ExitCell: 1,1
	Production:
		Produces: Infantry.GDI
	ProductionQueue:
		Type: Infantry.GDI
		Group: Infantry
		RequireOwner: false
		BuildSpeed: .4
		LowPowerSlowdown: 3
	ProductionBar:
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:

HAND:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Hand of Nod
		Description: Trains infantry
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: anypower
		Queue: Building.Nod
	Building:
		Footprint: __ xx xx
		Dimensions: 2,3
	Health:
		HP: 500
	RevealsShroud:
		Range: 5c0
	Bib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 512,1024,0
		ExitCell: 1,2
	Production:
		Produces: Infantry.Nod
	ProductionQueue:
		Type: Infantry.Nod
		Group: Infantry
		RequireOwner: false
		BuildSpeed: .4
		LowPowerSlowdown: 3
	ProductionBar:
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 48,48,0,10

AFLD:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Airstrip
		Description: Provides a dropzone\nfor vehicle reinforcements
	ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: proc
		Queue: Building.Nod
	Building:
		Footprint: xxxx xxxx
		Dimensions: 4,2
	Health:
		HP: 1000
	RevealsShroud:
		Range: 7c0
	Bib:
	WithIdleOverlay@DISH:
		Sequence: idle-dish
	RallyPoint:
		RallyPoint: 4,2
	Exit@1:
		SpawnOffset: -1024,0,0
		ExitCell: 3,1
	ProductionAirdrop:
		Produces: Vehicle.Nod
	WithDeliveryAnimation:
	ProductionQueue:
		Type: Vehicle.Nod
		Group: Vehicle
		RequireOwner: false
		BuildSpeed: .4
		LowPowerSlowdown: 3
		ReadyAudio:
	ProductionBar:
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:

WEAP:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Weapons Factory
		Description: Produces vehicles
	ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: proc
		Queue: Building.GDI
	Building:
		Footprint: ___ xxx ===
		Dimensions: 3,3
	Selectable:
		Bounds: 72,48,0,12
	Health:
		HP: 1000
	RevealsShroud:
		Range: 4c0
	Bib:
	WithProductionDoorOverlay:
		Sequence: build-top
	RallyPoint:
		RallyPoint: 0,3
	Exit@1:
		SpawnOffset: -341,-341,0
		ExitCell: 0,2
		ExitDelay: 3
	Production:
		Produces: Vehicle.GDI
	ProductionQueue:
		Type: Vehicle.GDI
		RequireOwner: false
		Group: Vehicle
		BuildSpeed: .4
		LowPowerSlowdown: 3
	ProductionBar:
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:

HPAD:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1000
	Tooltip:
		Name: Helipad
		Description: Produces, rearms and\nrepairs helicopters
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: proc
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 500
	RevealsShroud:
		Range: 5c0
	Exit@1:
		SpawnOffset: 0,-256,0
	Production:
		Produces: Aircraft.GDI, Aircraft.Nod
	Reservable:
	RepairsUnits:
	WithRepairAnimation:
	RallyPoint:
	ProductionQueue@GDI:
		Type: Aircraft.GDI
		Race: gdi
		Group: Aircraft
		BuildSpeed: .4
		LowPowerSlowdown: 3
	ProductionQueue@Nod:
		Type: Aircraft.Nod
		Race: nod
		Group: Aircraft
		BuildSpeed: .4
		LowPowerSlowdown: 3
	ProductionBar@GDI:
		ProductionType: Aircraft.GDI
	ProductionBar@Nod:
		ProductionType: Aircraft.Nod
	Power:
		Amount: -10
	ProvidesPrerequisite@buildingname:

HQ:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1000
	Tooltip:
		Name: Communications Center
		Description: Provides radar & Air Strike support power. \nUnlocks higher-tech units & buildings.  \nRequires power to operate.
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 70
		Prerequisites: proc, ~techlevel.medium
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: x_ xx
		Dimensions: 2,2
	Selectable:
		Bounds: 48,36,0,12
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	RenderBuilding:
		PauseOnLowPower: yes
	Health:
		HP: 700
	RevealsShroud:
		Range: 10c0
	Bib:
	ProvidesRadar:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5
	AirstrikePower:
		Prerequisites: ~techlevel.superweapons
		Icon: airstrike
		ChargeTime: 180
		SquadSize: 3
		QuantizedFacings: 8
		Description: Air Strike
		LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
		EndChargeSound: airredy1.aud
		SelectTargetSound: select1.aud
		InsufficientPowerSound: nopower1.aud
		IncomingSound: enemya.aud
		UnitType: a10
		DisplayBeacon: True
		BeaconPoster: airstrike
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
	SupportPowerChargeBar:
	Power:
		Amount: -40

FIX:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 500
	Tooltip:
		Name: Repair Facility
		Description: Repairs vehicles
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: vehicleproduction
		Queue: Building.GDI, Building.Nod
	Building:
		Footprint: _x_ xxx _x_
		Dimensions: 3,3
	Selectable:
		Bounds: 64,34,0,3
	SelectionDecorations:
		VisualBounds: 72,48
	Health:
		HP: 400
	RevealsShroud:
		Range: 5c0
	Bib:
		HasMinibib: Yes
	Reservable:
	RepairsUnits:
	RallyPoint:
	WithRepairAnimation:
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:

EYE:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1800
	Tooltip:
		Name: Advanced Communications Center
		Description: Provides radar & Orbital Ion Cannon support power. \nUnlocks Mammoth Tank & Commando.  \nRequires power to operate.
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.high
		Queue: Building.GDI
	Building:
		Footprint: x_ xx
		Dimensions: 2,2
	Selectable:
		Bounds: 48,36,0,12
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	RenderBuilding:
		PauseOnLowPower: yes
	Health:
		HP: 1200
	RevealsShroud:
		Range: 10c0
	Bib:
	ProvidesRadar:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5
	IonCannonPower:
		Prerequisites: ~techlevel.superweapons
		Icon: ioncannon
		Cursor: ioncannon
		ChargeTime: 180
		Description: Ion Cannon
		LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSound: ionchrg1.aud
		EndChargeSound: ionredy1.aud
		LaunchSound: ion1.aud
		SelectTargetSound: select1.aud
		InsufficientPowerSound: nopower1.aud
		DisplayRadarPing: True
		CameraActor: camera.small
	SupportPowerChargeBar:
	Power:
		Amount: -200
	ProvidesPrerequisite@buildingname:

TMPL:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 2000
	Tooltip:
		Name: Temple of Nod
		Description: Provides Nuclear Strike support power. \nUnlocks Stealth Tank, Chem. Warrior & Obelisk of Light.  \nRequires power to operate.
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.high
		Queue: Building.Nod
	Building:
		Footprint: ___ xxx xxx
		Dimensions: 3,3
	Selectable:
		Bounds: 72,48,0,16
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	Health:
		HP: 2000
	RevealsShroud:
		Range: 6c0
	Bib:
	NukePower:
		Prerequisites: ~techlevel.superweapons
		Icon: abomb
		Cursor: nuke
		ChargeTime: 300
		Description: Nuclear Strike
		LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
		BeginChargeSound:
		EndChargeSound: nukavail.aud
		SelectTargetSound: select1.aud
		InsufficientPowerSound: nopower1.aud
		LaunchSound: nuklnch1.aud
		IncomingSound: nuke1.aud
		MissileWeapon: atomic
		DisplayBeacon: True
		BeaconPoster: atomic
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
	SupportPowerChargeBar:
	Power:
		Amount: -150
	ProvidesPrerequisite@buildingname:

GUN:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 600
	CustomBuildTimeValue:
		Value: 1440
	Tooltip:
		Name: Turret
		Description: Basic Anti-Tank base defense.\n  Strong vs Tanks, vehicles\n  Weak vs Infantry
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: barracks
		Queue: Defence.GDI, Defence.Nod
	Building:
	-GivesBuildableArea:
	Health:
		HP: 400
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Bib:
		HasMinibib: Yes
	Turreted:
		ROT: 12
		InitialFacing: 50
	RenderBuildingTurreted:
	Armament:
		Weapon: TurretGun
		LocalOffset: 512,0,112
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleFlash:
	AutoTarget:
	-RenderBuilding:
	-WithDeathAnimation:
	RenderRangeCircle:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 3
	Power:
		Amount: -20
	MustBeDestroyed:
		RequiredForShortGame: false

SAM:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 750
	CustomBuildTimeValue:
		Value: 2160
	Tooltip:
		Name: SAM Site
		Description: Anti-Aircraft base defense.\n  Strong vs Aircraft\n  Cannot target Ground units.
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: hand
		Queue: Defence.Nod
	Building:
		Footprint: xx
		Dimensions: 2,1
	RequiresPower:
	DisabledOverlay:
	-GivesBuildableArea:
	Health:
		HP: 400
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Turreted:
		ROT: 10
		InitialFacing: 0
	RenderBuildingTurreted:
	Armament:
		Weapon: SAMMissile
		MuzzleSequence: muzzle
	AttackPopupTurreted:
	WithMuzzleFlash:
	AutoTarget:
	-RenderBuilding:
	RenderRangeCircle:
	Power:
		Amount: -20
	MustBeDestroyed:
		RequiredForShortGame: false

OBLI:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1500
	CustomBuildTimeValue:
		Value: 3120
	Tooltip:
		Name: Obelisk of Light
		Description: Advanced base defense. \nRequires power to operate.\n  Strong vs all Ground units\n  Cannot target Aircraft
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: tmpl, ~techlevel.high
		Queue: Defence.Nod
	Building:
		Footprint: _ x
		Dimensions: 1,2
	Selectable:
		Bounds: 24,24,0,12
	RequiresPower:
	DisabledOverlay:
	-GivesBuildableArea:
	Health:
		HP: 600
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Bib:
		HasMinibib: Yes
	RenderBuildingCharge:
	Armament:
		Weapon: Laser
		LocalOffset: 0,0,725
		FireDelay: 0
	AttackCharge:
		ChargeAudio: obelpowr.aud
		ReloadTime: 40
		InitialChargeDelay: 50
	AutoTarget:
	-RenderBuilding:
	RenderRangeCircle:
	-EmitInfantryOnSell:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5
	Power:
		Amount: -150
	MustBeDestroyed:
		RequiredForShortGame: false

GTWR:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 600
	CustomBuildTimeValue:
		Value: 1440
	Tooltip:
		Name: Guard Tower
		Description: Basic defensive structure.\n  Strong vs Infantry\n  Weak vs Tanks
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: barracks
		Queue: Defence.GDI, Defence.Nod
	Building:
	-GivesBuildableArea:
	Health:
		HP: 400
	RevealsShroud:
		Range: 7c0
	Bib:
		HasMinibib: Yes
	Armament:
		Weapon: HighV
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle
	AttackTurreted:
	BodyOrientation:
		QuantizedFacings: 8
	AutoTarget:
	DetectCloaked:
		Range: 3
	RenderDetectionCircle:
	RenderRangeCircle:
	WithMuzzleFlash:
	Turreted:
		ROT: 255
	Power:
		Amount: -10
	MustBeDestroyed:
		RequiredForShortGame: false

ATWR:
	Inherits: ^BaseBuilding
	Valued:
		Cost: 1000
	CustomBuildTimeValue:
		Value: 2880
	Tooltip:
		Name: Advanced Guard Tower
		Description: All-purpose defensive structure.\n  Strong vs Aircraft, Tanks\n  Weak vs Infantry
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: anyhq, ~techlevel.medium
		Queue: Defence.GDI
	Building:
		Footprint: _ x
		Dimensions: 1,2
	Selectable:
		Bounds: 24,24,0,12
	RequiresPower:
	DisabledOverlay:
	-GivesBuildableArea:
	Health:
		HP: 600
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Bib:
		HasMinibib: Yes
	Turreted:
		ROT: 255
		Offset: 128,128,-85
	Armament@PRIMARY:
		Weapon: TowerMissle
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	Armament@SECONDARY:
		Weapon: SAMMissile
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	AttackTurreted:
	AutoTarget:
	BodyOrientation:
		QuantizedFacings: 8
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5
	RenderRangeCircle:
	Power:
		Amount: -40
	MustBeDestroyed:
		RequiredForShortGame: false

SBAG:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Sandbag Barrier
		Description: Stops infantry & light vehicles. \nCan be crushed by tanks.
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact
		Queue: Defence.GDI
	Health:
		HP: 100
	Armor:
		Type: Light
	LineBuild:
		Range: 8
		NodeTypes: sandbag
	LineBuildNode:
		Types: sandbag
	RenderBuildingWall:
		Type: sandbag

CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
		Description: Stops infantry & light vehicles. \nCan be crushed by tanks.
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact
		Queue: Defence.Nod
	Health:
		HP: 100
	Armor:
		Type: Light
	LineBuild:
		Range: 8
		NodeTypes: chain
	LineBuildNode:
		Types: chain
	RenderBuildingWall:
		Type: chain

BRIK:
	Inherits: ^Wall
	Valued:
		Cost: 100
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Concrete Barrier
		Description: Stop units.
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: vehicleproduction
		Queue: Defence.GDI, Defence.Nod
	Health:
		HP: 250
	Armor:
		Type: Heavy
	Crushable:
		CrushClasses: heavywall
		-CrushSound:
	SoundOnDamageTransition:
		DestroyedSounds: crumble.aud
	LineBuild:
		Range: 8
		NodeTypes: concrete
	LineBuildNode:
		Types: concrete
	RenderBuildingWall:
		Type: concrete

BARRACKS:
	AlwaysVisible:
	Tooltip:
		Name: Infantry Production
		Description: Infantry Production

VEHICLEPRODUCTION:
	AlwaysVisible:
	Tooltip:
		Name: Vehicle Production
		Description: Vehicle Production

ANYPOWER:
	AlwaysVisible:
	Tooltip:
		Name: Power Plant
		Description: Power Plant

ANYHQ:
	AlwaysVisible:
	Tooltip:
		Name: a communications center
		Description: a communications center

