<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_entity_full">
  <Identity>
    <GenericName>Structure</GenericName>
    <Classes datatype="tokens">Structure ConquestCritical</Classes>
  </Identity>
  <BuildRestrictions>
    <PlacementType>standard</PlacementType>
    <Territory>allied</Territory>
  </BuildRestrictions>
  <Minimap>
    <Type>structure</Type>
  </Minimap>
  <Cost>
    <Population>0</Population>
    <PopulationBonus>0</PopulationBonus>
    <BuildTime>10</BuildTime>
    <Resources>
      <food>0</food>
      <wood>0</wood>
      <stone>0</stone>
      <metal>0</metal>
    </Resources>
  </Cost>
  <Health>
    <DeathType>corpse</DeathType>
    <RegenRate>0</RegenRate>
    <Healable>false</Healable>
    <Repairable>true</Repairable>
  </Health>
  <Decay>
    <Inactive/>
    <DelayTime>0.0</DelayTime>
    <SinkRate>4.0</SinkRate>
    <SinkAccel>9.8</SinkAccel>
  </Decay>
  <Armour>
    <Hack>10.0</Hack>
    <Pierce>42.0</Pierce>
    <Crush>10.0</Crush>
  </Armour>
  <StatusBars>
    <BarWidth>6.0</BarWidth>
    <BarHeight>0.6</BarHeight>
    <HeightOffset>12.0</HeightOffset>
  </StatusBars>
  <OverlayRenderer/>
  <Vision>
    <Range>40</Range>
    <RetainInFog>true</RetainInFog>
    <AlwaysVisible>false</AlwaysVisible>
  </Vision>  
  <RallyPoint/>
  <Sound>
    <SoundGroups>
      <select>interface/select/building/sel_universal.xml</select>
      <constructed>interface/complete/building/complete_universal.xml</constructed>
      <death>attack/destruction/building_collapse_large.xml</death>
    </SoundGroups>
  </Sound>
  <BuildingAI>
    <DefaultArrowCount>0</DefaultArrowCount>
    <GarrisonArrowMultiplier>0</GarrisonArrowMultiplier>
  </BuildingAI>
  <Obstruction>
    <Active>true</Active>
    <BlockMovement>true</BlockMovement>
    <BlockPathfinding>true</BlockPathfinding>
    <BlockFoundation>true</BlockFoundation>
    <BlockConstruction>true</BlockConstruction>
    <DisableBlockMovement>false</DisableBlockMovement>
    <DisableBlockPathfinding>false</DisableBlockPathfinding>
  </Obstruction>
  <VisualActor>
    <SilhouetteDisplay>false</SilhouetteDisplay>
    <SilhouetteOccluder>true</SilhouetteOccluder>
  </VisualActor>
</Entity>
