<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
	</Includes>
	<GameObject
		id="PlayerSpellBook"
		Side="Neutral"
		EditorSorting="SYSTEM"
		KindOf="SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT"
		RadarPriority="NOT_ON_RADAR"
		CommandSet="PlayerSpellBookCommandSet" 
		EditorName="PlayerSpellBook">
		<ArmorSet
			Armor="NoArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<!--Hack?-->
			<RadarBehavior
				id="ModuleTag_RadarBehavior" />
  
  
  
			<!--
 
				<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_SpecialPower_yui_languageExplode"
				SpecialPowerTemplate="SpecialPower_yui_languageExplode"/>	


-->

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_yukitsuki_BlackBlade"
				SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_yukitsuki_KamikazeBlade"
				SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_yukitsuki_yukiHana"
				SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"/>

			<!-- Allied powers -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ParticleCannon"
				SpecialPowerTemplate="SpecialPowerParticleCannon"
			/>
			
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_AlliedFreeTrade"
				SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
				OnAvailableEvaEvent="FreeTradeUpradeAuthorized"
			/>
			<GiveProductionBonusSpecialPower
				id="ModuleTag_AlliedFreeTrade"
				SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
				HarvesterBonus="25"
				HarvesterBonusAllies="5">
			</GiveProductionBonusSpecialPower>
			<!-- HIGH TECHNOLOGY -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_HighTechnology"
				SpecialPowerTemplate="SpecialPowerHighTechnology"
				OnAvailableEvaEvent="HighTechnologyUpgradeAuthorized"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_HighTechnology"
				SpecialPowerTemplate="SpecialPowerHighTechnology"
				AvailableAtStart="true">
				<Upgrade>Upgrade_AlliedHighTechnology</Upgrade>
			</PlayerUpgradeSpecialPower>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronosphereSelect"
				SpecialPowerTemplate="SpecialPowerChronosphereObjectSelect"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronosphereSpawn"
				SpecialPowerTemplate="SpecialPowerChronosphereObjectSpawn"
			/>

			<!-- AIR POWER -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_AirPower"
				SpecialPowerTemplate="SpecialPowerAirPower"
				OnAvailableEvaEvent="AdvancedAeronauticsUpgradeAuthorized"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_AirPower"
				SpecialPowerTemplate="SpecialPowerAirPower"
				AvailableAtStart="true">
				<Upgrade>Upgrade_AlliedAirPower</Upgrade>
			</PlayerUpgradeSpecialPower>
<!--
			<SpecialPower
				id="ModuleTag_SpecialPower_AlliedFreeTrade"
				SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
				InitiateFX="FX_ALL_FreeTradeUpgrade"
				AttributeModifierFX="FX_ALL_FreeTradeUpgrade"
				AntiFX="FX_ALL_FreeTradeUpgrade">
			</SpecialPower>
				<InitiateSound EvaEvent="FreeTradeUpradeComplete"/>
				TriggerFX="FX_ALL_FreeTradeUpgrade" />
no worky, trying to Trigger an EVA
-->

<!--			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoSwapSelect"
				SpecialPowerTemplate="SpecialPowerChronoSwapSelect"
			/>
			<StoreObjectsSpecialPower
				id="ModuleTag_ChronoSwapStoreSpecialPower"
				SpecialPowerTemplate="SpecialPowerChronoSwapSelect"
				TeleportLinkID="0"
				TargetMarkerObjectRef="ChronoTargetMarker"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoSwapTeleport"
				SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
			/>
			<TeleportStoredObjectsSpecialPower
				id="ModuleTag_ChronoSwapTeleportSpecialPower"
				SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
				StoreObjectsLinkID="0"
        InitiateFX="FX_ChronoSpherePlayerPower"
			/>
			<TeleportStoredObjectsUpdate
				id="ModuleTag_ChronoSwapTeleportUpdate"
				SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
				Telefrag="SWAP"
				TriggerFX="FX_ChronoSphereHit"
				TargetFX="FX_ChronoSwapHit"
				FadeInTime="0.75s"
				DelayTime="1s"
				ScaleFadeInTimeByDistance="250.0"
				DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY"
			/>

            <PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl1"
				SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1"
			/>
            <StoreObjectsSpecialPower
				id="ModuleTag_ChronoRiftStoreSpecialPowerLvl1"
				SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
				Radius="100"
				TeleportLinkID="1"				
			/>
            <PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl1"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
			/>
            <TeleportStoredObjectsSpecialPower
				id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
				StoreObjectsLinkID="1"				
                OCL="OCL_Generic1SecondBeacon"				
			/>
            <TeleportStoredObjectsUpdate
				id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1Update"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
				Telefrag="HEALTH_SUBTRACTION"				
				TargetFX="FX_ChronoRiftHit"
				FadeInTime="1s"
        InitialDelayTime="1s" 
				DelayTime="5s"
				GetObjectsCurrentlyAtStorePosition="true"
				Shader="ShaderOverride_ObjectsChronoRift"
				DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
                <CollidesWithOnTeleport
                    Rule="ANY"
					Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
					Exclude="ORE_NODE"/>                    
            </TeleportStoredObjectsUpdate>
			
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl2"
				SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2"
			/>
			<StoreObjectsSpecialPower
				id="ModuleTag_ChronoRiftStoreSpecialPowerLvl2"
				SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2"
				Radius="150"
				TeleportLinkID="2"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl1"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl2"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
			/>
			<TeleportStoredObjectsSpecialPower
				id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl1"
				StoreObjectsLinkID="2"
				OCL="OCL_Generic1SecondBeacon"
			/>
			<TeleportStoredObjectsUpdate
				id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2Update"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
				Telefrag="HEALTH_SUBTRACTION"
				TargetFX="FX_ChronoRiftHit"
				FadeInTime="1s"
				InitialDelayTime="1s"
				DelayTime="10s"
				GetObjectsCurrentlyAtStorePosition="true"
                Shader="ShaderOverride_ObjectsChronoRift"
				DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
				<CollidesWithOnTeleport
                    Rule="ANY"
					Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
					Exclude="ORE_NODE"/>
			</TeleportStoredObjectsUpdate>
			<PlayerPowerManager
                id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl3"
                SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3"
			/>
			<StoreObjectsSpecialPower
                id="ModuleTag_ChronoRiftStoreSpecialPowerLvl3"
                SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3"
                Radius="250"
                TeleportLinkID="3"
                LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3"
                LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl2"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
			/>
			<PlayerPowerManager
                id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl3"
                SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
			/>
			<TeleportStoredObjectsSpecialPower
                id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3"
                SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
				CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl2"
                StoreObjectsLinkID="3"
				OCL="OCL_Generic1SecondBeacon"
			/>
            <TeleportStoredObjectsUpdate
                id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3Update"
                SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
                Telefrag="HEALTH_SUBTRACTION"
                TargetFX="FX_ChronoRiftHit"
                FadeInTime="1s"
				InitialDelayTime="1s"
                DelayTime="15s"
                GetObjectsCurrentlyAtStorePosition="true"
                Shader="ShaderOverride_ObjectsChronoRift"
                DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
                <CollidesWithOnTeleport
                    Rule="ANY"
					Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
					Exclude="ORE_NODE"/>
            </TeleportStoredObjectsUpdate>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_PrecisionStrike"
				SpecialPowerTemplate="SpecialPowerPrecisionStrike"
			/>
			<OCLSpecialPower
				id="ModuleTag_PrecisionStrike"
				SpecialPowerTemplate="SpecialPowerPrecisionStrike"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_PrecisionStrike"
				DestinationOCL="OCL_PrecisionStrikeBeacon"
				CreateLocation="USE_SECONDARY_OBJECT_LOCATION">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>AlliedConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_SatelliteSweep"
				SpecialPowerTemplate="SpecialPowerSatelliteSweep"
			/>
			<OCLSpecialPower
				id="ModuleTag_SatelliteSweep"
				SpecialPowerTemplate="SpecialPowerSatelliteSweep"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_SatelliteSweep"
				CreateLocation="CREATE_AT_EDGE_ALONG_PATH_LINE"
				CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_TimeBombLvl1"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
			/>
			<OCLSpecialPower
				id="ModuleTag_TimeBombLvl1"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_TimeBombLvl1Seed"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_TimeBombLvl2"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
			/>
			<OCLSpecialPower
				id="ModuleTag_TimeBombLvl2"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_TimeBombLvl2Seed"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl1"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_TimeBombLvl3"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
			/>
			<OCLSpecialPower
				id="ModuleTag_TimeBombLvl3"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_TimeBombLvl3Seed"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl2"
			/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl1"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
			/>
			<OCLSpecialPower
				id="ModuleTag_CryoSatelliteLvl1"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_CryoSatelliteSpawnerLvl1"
				CreateLocation="CREATE_AT_LOCATION"
				TriggerFX="FX_AlliedCryoSatelliteLvl1"
				CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl2"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
			/>
			<OCLSpecialPower
				id="ModuleTag_CryoSatelliteLvl2"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_CryoSatelliteSpawnerLvl2"
				CreateLocation="CREATE_AT_LOCATION"
				TriggerFX="FX_AlliedCryoSatelliteLvl2"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl1"
				CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl3"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
			/>
			<OCLSpecialPower
				id="ModuleTag_CryoSatelliteLvl3"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_CryoSatelliteSpawnerLvl3"
				CreateLocation="CREATE_AT_LOCATION"
				TriggerFX="FX_AlliedCryoSatelliteLvl3"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl2"
				CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
			/>
-->
			<!-- Soviet powers -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_IronCurtain"
				SpecialPowerTemplate="SpecialPowerIronCurtain"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_VacuumBomb"
				SpecialPowerTemplate="SpecialPowerVacuumBomb"
			/>

			<!-- MAGNETIC SINGULARITY -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_MagneticSingularity"
				SpecialPowerTemplate="SpecialPowerMagneticSingularity"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_MagneticSingularity"
				SpecialPowerTemplate="SpecialPowerMagneticSingularity"
				OCL="OCL_MagneticSingularitySpawner"
				CreateLocation="CREATE_AT_LOCATION"
				CanAffectObjectFilter="SovietMagneticSingularitySpecialPowerObjectFilter" />

			<!-- MAGNETIC SATELLITE -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl1"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank1"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
				OCL="OCL_MagneticSatelliteSpawnerLvl1"
				CreateLocation="CREATE_AT_LOCATION"
				CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL1"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl2"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank2"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
				OCL="OCL_MagneticSatelliteSpawnerLvl2"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_2"
				LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl1"
				CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL2"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl3"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank3"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
				OCL="OCL_MagneticSatelliteSpawnerLvl3"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_3"
				LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl2"
				CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL3"
			/>
			<StoreTemplateIDBehavior
				id="ModuleTag_MagneticSatelliteTemplateIDStore"/>

			<!-- ORBITAL REFUSE -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank1"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank1"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_OrbitalRefuseSpawnerLvl1"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank2"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank2"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_OrbitalRefuseSpawnerLvl2"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank1"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank3"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank3"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_OrbitalRefuseSpawnerLvl3"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank2"
			/>

			<!-- MASS PRODUCTION -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_MassProduction"
				SpecialPowerTemplate="SpecialPowerSovietMassProduction"
				OnAvailableEvaEvent="MassProductionUpgradeAuthorized"
			/>
			<GiveProductionBonusSpecialPower
				id="ModuleTag_SovietMassProduction"
				SpecialPowerTemplate="SpecialPowerSovietMassProduction" 
				BuildCostBonus="-25%"
				BuildCostBonusAllies="-5%">
			</GiveProductionBonusSpecialPower>

			<!-- IRRADIATE TARGET aka TOXIC CORROSION -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_IrradiateTarget"
				SpecialPowerTemplate="SpecialPower_IrradiateTarget"
			/>
			<SpecialPower
				id="ModuleTag_IrradiateTargetSpecialPower"
				SpecialPowerTemplate="SpecialPower_IrradiateTarget"
				UpdateModuleStartsAttack="true"
			/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_IrradiateTargetSpecialAbilityUpdate"
				SpecialPowerTemplate="SpecialPower_IrradiateTarget"
				SpecialWeapon="PlayerPowerIrradiateTargetWeapon"
			/>
			<!--no worky ActiveLoopSound="SOV_ToxicCorrosion_Launch" 
				UnpackSound="SOV_ToxicCorrosion_Launch" 
				TriggerSound="SOV_ToxicCorrosion_Launch" 
				PackSound PrepSoundLoop -->

			<!-- Desolator Bomb 3 Levels -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level1"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
			/>
			<OCLSpecialPower
				id="ModuleTag_SpecialPower_DesolatorBomb_Level1"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
				OCL="OCL_SpecialPower_DesolatorBomb_Level1"
				DestinationOCL="OCL_Generic5SecondBeacon"
				CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
				CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>SovietConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level2"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
			/>
			<OCLSpecialPower
				id="ModuleTag_SpecialPower_DesolatorBomb_Level2"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
				OCL="OCL_SpecialPower_DesolatorBomb_Level2"
				DestinationOCL="OCL_Generic5SecondBeacon"
				CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level1"
				CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>SovietConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level3"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
			/>
			<OCLSpecialPower
				id="ModuleTag_SpecialPower_DesolatorBomb_Level3"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
				OCL="OCL_SpecialPower_DesolatorBomb_Level3"
				DestinationOCL="OCL_Generic5SecondBeacon"
				CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level2"
				CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>SovietConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>

			<!-- production kickbacks -->
			<!-- aka Cash Bounty -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_ProductionKickbacks"
				SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
			/>
			<SpecialPower
				id="ModuleTag_ProductionKickbacks_SpecialPower"
				SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
				UpdateModuleStartsAttack="true"
				CanAffectObjectFilter="SovietKickbacksSpecialPowerObjectFilter"
			/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_ProductionKickbacks_Update"
				SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
				SpecialWeapon="PlayerPowerProductionKickbacksWeapon"
			/>

			<!-- TERROR DRONE EGGS -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_TerrorDroneEggs"
				SpecialPowerTemplate="SpecialPowerTerrorDroneEggs"
				OnAvailableEvaEvent="TerrorDroneSurpriseUpgradeComplete"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_TerrorDroneEggs"
				SpecialPowerTemplate="SpecialPowerTerrorDroneEggs"
				AvailableAtStart="true">
				<Upgrade>Upgrade_SovietTerrorDroneEggs</Upgrade>
			</PlayerUpgradeSpecialPower>
			
			<!-- CRUSH PUPPIES PLAYER POWER -->
				<!-- aka Grinder Treads -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_CrushPuppies"
				SpecialPowerTemplate="SpecialPowerCrushPuppies"
				OnAvailableEvaEvent="CrushTreadsUpgradeAuthorized"
			/>			
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_CrushPuppies"
				SpecialPowerTemplate="SpecialPowerCrushPuppies"
				AvailableAtStart="true">
				<Upgrade>Upgrade_SovietCrushPuppiesPower</Upgrade>
			</PlayerUpgradeSpecialPower>

			<!-- Japan Powers -->
			<!-- Point Defense Drones -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_PointDefenseDrones"
				SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
			/>
			<SpecialPower
				id="ModuleTag_PointDefenseDrones_SpecialPower"
				SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
				UpdateModuleStartsAttack="true"
				CanAffectObjectFilter="JapanPointDefenseDroneSpecialPowerObjectFilter"
				ObjectFilterDistType="CIRCLE"
			/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_PointDefenseDrones_Update"
				SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
				SpecialWeapon="PlayerPowerPointDefenseDronesWeapon"
			/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_TelekineticProjectorDevice"
				SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice"
			/>
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_NanoSwarmHive"
				SpecialPowerTemplate="SpecialPowerNanoSwarmHive"
			/>

			<!-- NAVAL POWER -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_NavalPower"
				SpecialPowerTemplate="SpecialPowerJapanNavalPower"
				OnAvailableEvaEvent="FortifiedFleetUpgradeAuthorized"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_NavalPower"
				SpecialPowerTemplate="SpecialPowerJapanNavalPower"
				AvailableAtStart="true">
				<Upgrade>Upgrade_JapanNavalPower</Upgrade>
			</PlayerUpgradeSpecialPower>

			<!-- ADVANCED MISSILE PACKS -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanAdvancedMissilePacks"
				SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks"
				OnAvailableEvaEvent="AdvancedRocketPodsUpgradeAuthorized"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_JapanAdvancedMissilePacks"
				SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks"
				AvailableAtStart="true">
				<Upgrade>Upgrade_JapanAdvancedMissilePacks</Upgrade>
			</PlayerUpgradeSpecialPower>

			<!-- ROBOTIC ASSEMBLY -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanRoboticAssembly"
				SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly"
				OnAvailableEvaEvent="AssemblyUpgradeAuthorized"
			/>
			<GiveProductionBonusSpecialPower
				id="ModuleTag_JapanRoboticAssembly"
				SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly"
				BuildTimeBonus="-25%"
				BuildTimeBonusAllies="-5%">
			</GiveProductionBonusSpecialPower>

			<!-- SLEEPER AMBUSH -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanAmbush"
				SpecialPowerTemplate="SpecialPowerJapanAmbush"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_Ambush"
				SpecialPowerTemplate="SpecialPowerJapanAmbush"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_Japan_Abmbush"
				CreateLocation="CREATE_AT_LOCATION"
				CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter">
			</OCLSpecialPower>

			<!-- BALLOON ATTACK -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L1"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_BalloonAttack_L1"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_BalloonAttack_Level1"
				CreateLocation="CREATE_AT_LOCATION"
				CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
			/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L2"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_BalloonAttack_L2"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_BalloonAttack_Level2"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L1"
				CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
			/>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L3"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
			/>
			<OCLSpecialPower
				id="ModuleTag_OCL_SpecialPower_BalloonAttack_L3"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_BalloonAttack_Level3"
				CreateLocation="CREATE_AT_LOCATION"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L2"
				CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
			/>

			<!-- Enhanced Kamikaze Player Power aka HONORABLE DISCHARGE -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanEnhancedKamikaze"
				SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze"
				OnAvailableEvaEvent="HonorableDischargeUpgardeAuthorized"
			/>
			<PlayerUpgradeSpecialPower
				id="ModuleTag_SpecialPower_JapanEnhancedKamikaze"
				SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze"
				AvailableAtStart="true">
				<Upgrade>Upgrade_JapanEnhancedKamikaze</Upgrade>
			</PlayerUpgradeSpecialPower>

			<!-- EMPERORS RESOLVE aka EMPEROR'S RAGE -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L1"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
			/>
			<SpecialPower
				id="ModuleTag_JapanEmperorsResolve_L1"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
				AttributeModifier="AttributeModifer_JapanEmperorsResolve_L1"
				AttributeModifierRange="100"
				CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
        TriggerFX="FX_EmperorSpawn">
				<AttributeModifierAffects
					Rule="ALL"
					Exclude="STRUCTURE"
					StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
			</SpecialPower>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_JapanEmperorsResolve_L1Update"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
				SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L1" />

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L2"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
			/>
			<SpecialPower
				id="ModuleTag_JapanEmperorsResolve_L2"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
				AttributeModifier="AttributeModifer_JapanEmperorsResolve_L2"
				AttributeModifierRange="150"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L1"
				CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
        TriggerFX="FX_EmperorSpawn_L2">
        <AttributeModifierAffects
					Rule="ALL"
					Exclude="STRUCTURE"
					StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
      </SpecialPower>
      <WeaponFireSpecialAbilityUpdate
				id="ModuleTag_JapanEmperorsResolve_L2Update"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
				SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L2" />

      <PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L3"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
			/>
      <SpecialPower
				id="ModuleTag_JapanEmperorsResolve_L3"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
				AttributeModifier="AttributeModifer_JapanEmperorsResolve_L3"
				AttributeModifierRange="200"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L2"
				CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
        TriggerFX="FX_EmperorSpawn_L3">
				<AttributeModifierAffects
					Rule="ALL"
					Exclude="STRUCTURE"
					StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
			</SpecialPower>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_JapanEmperorsResolve_L3Update"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
				SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L3" />

			<!-- FINAL SQUADRON -->
			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L1"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
			/>
			<OCLSpecialPower
				id="ModuleTag_FinalSquadronL1"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_FinalSquadronL1"
				DestinationOCL="OCL_JapanFinalSquadronSeed_L1"
				CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
				CreateLocationOffset="3000.0">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>JapanConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L2"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
			/>
			<OCLSpecialPower
				id="ModuleTag_FinalSquadronL2"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_FinalSquadronL2"
				DestinationOCL="OCL_JapanFinalSquadronSeed_L2"
				CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
				CreateLocationOffset="3000.0"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank2"
				LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L1">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>JapanConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>

			<PlayerPowerManager
				id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L3"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
			/>
			<OCLSpecialPower
				id="ModuleTag_FinalSquadronL3"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
				UpdateModuleStartsAttack="false"
				AvailableAtStart="true"
				OCL="OCL_FinalSquadronL3"
				DestinationOCL="OCL_JapanFinalSquadronSeed_L3"
				CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
				CreateLocationOffset="3000.0"
				LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank3"
				LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L2">
				<NearestSecondaryObjectFilter
					Relationship="SAME_PLAYER">
					<IncludeThing>JapanConstructionYard</IncludeThing>
				</NearestSecondaryObjectFilter>
			</OCLSpecialPower>

			<!-- Neutral powers -->		

		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO">
			</AIUpdate>
		</AI>
		
		<Body>
			<PropBody
				id="ModuleTag_Body" />
		</Body>
		<ClientUpdates>
				<!-- Japanese Player Power Ready EVAs  -->
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="BalloonBombsReady"
				AnnouncementEventOwner="BalloonBombsReady"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="BalloonBombBlowtReady"
				AnnouncementEventOwner="BalloonBombBlowtReady"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="BalloonBombBarrageReady"
				AnnouncementEventOwner="BalloonBombBarrageReady"
				SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="EmperorsRageReady"
				AnnouncementEventOwner="EmperorsRageReady"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="EmperoreRevengeReady"
				AnnouncementEventOwner="EmperoreRevengeReady"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="EmperorsRetributReady"
				AnnouncementEventOwner="EmperorsRetributReady"
				SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="FinalSquadronReady"
				AnnouncementEventOwner="FinalSquadronReady"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="FinalSquadronXReady"
				AnnouncementEventOwner="FinalSquadronXReady"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="FinalSquadronOmgReady"
				AnnouncementEventOwner="FinalSquadronOmgReady"
				SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="PointDefenseDronesReady"
				AnnouncementEventOwner="PointDefenseDronesReady"
				SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="SleeperAmbushReady"
				AnnouncementEventOwner="SleeperAmbushReady"
				SpecialPowerTemplate="SpecialPowerJapanAmbush"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
				<!-- **** -->
<!--

			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="AdvancedAeronauticsReady"
				AnnouncementEventOwner="AdvancedAeronauticsUpgradeComplete"
				SpecialPowerTemplate="SpecialPowerAirPower"
			/>
			moved to FXList played by AttributeModifier
-->

			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="Cryoshot1Ready"
				AnnouncementEventOwner="CryoshotReady"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="Cryoshot2Ready"
				AnnouncementEventOwner="CryoblastReady"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="Cryoshot3Ready"
				AnnouncementEventOwner="CryogeddonReady"
				SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="ChronoRift1Ready"
				AnnouncementEventOwner="ChronoRiftReady"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="ChronoRift2Ready"
				AnnouncementEventOwner="ChronoChasmReady"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="ChronoRift3Ready"
				AnnouncementEventOwner="ChronoFissureReady"
				SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="ChronoSwapReady"
				AnnouncementEventOwner="ChronoSwapReady"
				SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="DesolatorAirstrikeReady"
				AnnouncementEventOwner="DesolatorAirstrikeReady"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="DesolatorDualAirstrikeReady"
				AnnouncementEventOwner="DesolatorDualAirstrikeReady"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="DesolatorDeltaAirstrikeReady"
				AnnouncementEventOwner="DesolatorDeltaAirstrikeReady"
				SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="MagneticSatelliteReady"
				AnnouncementEventOwner="MagneticSatelliteReady"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="SuperMagneticSatelliteReady"
				AnnouncementEventOwner="SuperMagneticSatelliteReady"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="UltraMagneticSatelliteReady"
				AnnouncementEventOwner="UltraMagneticSatelliteReady"
				SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="MagneticSingularityReady"
				AnnouncementEventOwner="MagneticSingularityReady"
				SpecialPowerTemplate="SpecialPowerMagneticSingularity"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="CashBountyReady"
				AnnouncementEventOwner="CashBountyReady"
				SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="OrbitalDropReady"
				AnnouncementEventOwner="OrbitalDropReady"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="OrbitalDumpReady"
				AnnouncementEventOwner="OrbitalDumpReady"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="OrbitalDownpourReady"
				AnnouncementEventOwner="OrbitalDownpourReady"
				SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="SurgicalStrikeReady"
				AnnouncementEventOwner="SurgicalStrikeReady"
				SpecialPowerTemplate="SpecialPowerPrecisionStrike"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="SurveillanceSweepReady"
				AnnouncementEventOwner="SurveillanceSweepReady"
				SpecialPowerTemplate="SpecialPowerSatelliteSweep"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="TimeBomb1Ready"
				AnnouncementEventOwner="TimeBombReady"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="TimeBomb2Ready"
				AnnouncementEventOwner="DeluxeTimeBombReady"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="TimeBomb3Ready"
				AnnouncementEventOwner="SupremeTimeBombReady"
				SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="ToxicCorrosionReady"
				AnnouncementEventOwner="ToxicCorrosionReady"
				SpecialPowerTemplate="SpecialPower_IrradiateTarget"
				JustMonitorPercentReady="true" 
				CheckPlayerPowerVisibility="true"
			/>
		</ClientUpdates>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="1.0"
				Height="1.0"></Shape>
		</Geometry>
	</GameObject>
</AssetDeclaration>