;==============================================================
;
; simulation_objects_props.ltx
;	CoC 1.5b r4 - DoctorX Dynamic Population 1.0
;
;	Modified by: DoctorX
;	Last revised: April 28, 2018
;
;==============================================================


[default]
base 			= 0
territory		= 0
resource 		= 0
surge			= 0
lair			= 0
actor			= 0
squad 			= 0
bandit 			= 0
dolg			= 0
ecolog			= 0
freedom			= 0
killer			= 0
army 			= 0
monolith		= 0
stalker 		= 0
csky			= 0
zombied			= 0
zoo_monster				= 0
monster					= 0
monster_predatory_day 	= 0
monster_predatory_night = 0
monster_vegetarian		= 0
monster_zombied_day		= 0
monster_zombied_night	= 0
monster_special			= 0
all				= 0
army_heli		= 0
monolith_heli 	= 0
killer_heli		= 0

[default_resource]:default
resource 	= 1
territory	= 1
ecolog		= 1
stalker 	= 1
csky		= 1

[default_base]:default
base 		= 1

[default_lair]:default
lair					= 1
territory				= 1
zoo_monster				= 1
monster					= 1
monster_predatory_day 	= 1
monster_predatory_night = 1
monster_vegetarian		= 1
monster_zombied_day		= 1
monster_zombied_night	= 1
monster_special			= 1

[default_territory]:default
territory 	= 1
all			= 1

[default_squad]:default
sim_avail = false
squad 		= 1
all 		= 1

[actor]:default
actor		= 1
sim_avail 	= true
all 		= 1


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Great Swamp Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 19, 2018
;
;--------------------------------------------------------------------------------------------------

; Hidden Base:
[mar_smart_terrain_base]:default_base
surge 		= 1
sim_avail 	= true
lair 		= 1
; stalker = 0
; dolg = 0
; freedom = 0
csky = 2
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

; Cave by Tuzla Tunnel:
[mar_smart_terrain_doc]:default_base
sim_avail 	= false

; Abandoned Watchtower:
[mar_smart_terrain_doc_2]:default_base
sim_avail 	= false

; Northwest Farmstead:
[mar_smart_terrain_3_3]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Village Ruins:
[mar_smart_terrain_4_5]:default_base
sim_avail 	= true
surge 		= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Pumping Station:
[mar_smart_terrain_5_8]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Fishing Village:
[mar_smart_terrain_5_12]:default_base
sim_avail 	= {+faction_base_defense_active} false, true
surge 		= 1
lair 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; South Watchtower:
[mar_smart_terrain_6_11]:default_base
sim_avail 	= true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Burnt Farmstead:
[mar_smart_terrain_8_8]:default_resource
sim_avail 	= true
lair 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Old Church:
[mar_smart_terrain_8_11]:default_base
sim_avail = true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Machine Yard:
[mar_smart_terrain_10_5]:default_base
sim_avail 	= true
surge 		= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Southeast Village:
[mar_smart_terrain_11_11]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Northeast Village:
[mar_smart_terrain_12_2]:default_resource
sim_avail 	= true
base        = 1
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


; area by the Stomper anomaly:
[mar_smart_terrain_3_7]:default_lair
sim_avail 	= true

; area southwest of the Pumping Station:
[mar_smart_terrain_3_10]:default_lair
sim_avail 	= true

; area north of the Pumping Station:
[mar_smart_terrain_4_7]:default_lair
sim_avail 	= true

; area east of the Village Ruins:
[mar_smart_terrain_6_4]:default_lair
sim_avail 		= true

; center of the Swamp:
[mar_smart_terrain_6_7]:default_lair
sim_avail = true

; area east of the Pumping Station:
[mar_smart_terrain_6_8]:default_lair
sim_avail = true

; area north of the South Watchtower:
[mar_smart_terrain_6_10]:default_lair
sim_avail = true

; Train Platform:
[mar_smart_terrain_7_3]:default_lair
sim_avail = true

; area northwest of the Burnt Farmstead:
[mar_smart_terrain_7_7]:default_lair
sim_avail = true

; area west of the Machine Yard:
[mar_smart_terrain_8_4]:default_lair
sim_avail = true

; area north of the Old Church:
[mar_smart_terrain_8_9]:default_lair
sim_avail = true

; area northeast of the Burnt Village:
[mar_smart_terrain_10_7]:default_lair
sim_avail = true

; area near the Thunderclap anomaly:
[mar_smart_terrain_10_10]:default_resource
sim_avail 	= true
lair 		= 1

; area north of the Machine Yard:
[mar_smart_terrain_11_3]:default_resource
sim_avail 	= true
lair 		= 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;---------	MARSH UNIQUE SQUADS	--------
[mar_doctor_squad]:default_squad
sim_avail = false

[mar_smart_terrain_base_dog_doctor_squad]:default_squad
sim_avail = false

[mar_base_stalker_barmen_squad]:default_squad
sim_avail = false

[mar_base_owl_stalker_trader_squad]:default_squad
sim_avail = false

[mar_base_stalker_tech_squad]:default_squad
sim_avail = false

[mar_smart_terrain_base_lager_squad]:default_squad
sim_avail = false

[mar_smart_terrain_base_stalker_leader_marsh_squad]:default_squad
sim_avail = false

[ecolog_companion_task_1]:default_squad
sim_avail = true

[mar_smart_terrain_doc_squad]:default_squad
sim_avail = false

[mar_smart_terrain_doc_dog_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Cordon Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 19, 2018
;
;--------------------------------------------------------------------------------------------------

; Rookie Village:
[esc_smart_terrain_2_12]:default_base
sim_avail 	= true
surge		= 1
lair        = 1
stalker 	= 1
; freedom   = 0
; csky      = 0
; ecolog    = 0
; killer    = 0
; army      = 0
; bandit    = 0
; monolith  = 0
; zombied   = 0

; Southern Checkpoint:
[esc_smart_terrain_3_16]:default_base
sim_avail 	= true
surge		= 1
army_heli	= 1
; stalker   = 0
; dolg      = 0
; freedom   = 0
; csky      = 0
; ecolog    = 0
; killer    = 0
army        = 1
; bandit    = 0
; monolith  = 0
; zombied   = 0

; Car Park:
[esc_smart_terrain_7_11]:default_base
sim_avail 	= true
surge		= 1
stalker     = 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit      = 1
monolith    = 1
zombied     = 1

; Northern Outpost:
[esc_smart_terrain_5_2]:default_base
sim_avail 	= true
surge 		= 1
army_heli	= 1
stalker     = 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit      = 1
monolith    = 1
zombied     = 1

; Farm:
[esc_smart_terrain_5_7]:default_base
sim_avail 	= true
surge 		= 1
stalker     = 1
; dolg      = 0
; freedom   = 0
; csky      = 0
; ecolog    = 0
; killer    = 0
; army      = 0
; bandit    = 0
; monolith  = 0
; zombied   = 0

; Mill:
[esc_smart_terrain_5_9]:default_base
sim_avail 	= true
surge 		= 1
stalker     = 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit      = 1
monolith    = 1
zombied     = 1

; Abandoned Farmstead:
[esc_smart_terrain_6_6]:default_base
sim_avail 	= true
surge 		= 1
stalker     = 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit      = 1
monolith    = 1
zombied     = 1

; Railway Bridge:
[esc_smart_terrain_6_8]:default_base
sim_avail 	= true
surge 		= 1
all 		= 0
stalker     = 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit      = 1
monolith    = 1
zombied     = 1

; Trash Pit:
[esc_smart_terrain_1_11]:default_resource
sim_avail = true

; Tunnel to Great Swamp:
[esc_smart_terrain_2_14]:default_lair
sim_avail = true

; fields behind the Farm:
[esc_smart_terrain_3_7]:default_lair
sim_avail = true
stalker	  = 1

; Railway Underpass:
[esc_smart_terrain_4_9]:default_lair
sim_avail 	= true
surge 		= 1

; Old Boxcar:
[esc_smart_terrain_4_11]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
stalker 	= 1

; area north of the Southern Checkpoint:
[esc_smart_terrain_4_13]:default_lair
sim_avail = true

; area across from Rookie Village:
[esc_smart_terrain_5_12]:default_lair
sim_avail = true
stalker   = 1

; area south of the Rookie Eater anomaly:
[esc_smart_terrain_5_4]:default_lair
sim_avail = true

; area north of the Farm:
[esc_smart_terrain_5_6]:default_lair
sim_avail = true

; hills behind the Car Park:
[esc_smart_terrain_8_10]:default_lair
sim_avail = true

; area south of the Rock Crusher anomaly:
[esc_smart_terrain_8_9]:default_lair
sim_avail = true

; Train Tunnel:
[esc_smart_terrain_9_7]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;---------	ESCAPE UNIQUE SQUADS	--------
[esc_2_12_stalker_nimble_squad]:default_squad
sim_avail = false

[esc_2_12_stalker_wolf_squad]:default_squad
sim_avail = false

[esc_2_12_stalker_fanat_squad]:default_squad
sim_avail = false

[esc_smart_terrain_5_7_loner_mechanic_stalker_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Garbage Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 19, 2018
;
;--------------------------------------------------------------------------------------------------

; Train Depot:
[gar_smart_terrain_3_5]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Vehicle Graveyard:
[gar_smart_terrain_3_7]:default_resource
sim_avail 	= true

; Rostok Checkpoint:
[gar_smart_terrain_5_2]:default_base
sim_avail 	= true
surge		= 2
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Flea Market:
[gar_smart_terrain_6_3]:default_base
sim_avail 	= true
surge 		= 1
all      	= 0
stalker  	= 1
dolg     	= 1
freedom  	= 1
csky     	= 1
ecolog   	= 1
killer   	= 1
army     	= 1
bandit   	= 1
monolith 	= 1
zombied  	= 1


; Agroprom Barricade:
[gar_smart_terrain_1_5]:default_lair
sim_avail 	= true
surge 		= 1

; camp near Agroprom:
[gar_smart_terrain_1_7]:default_lair
sim_avail 	= true
stalker  	= 1
dolg     	= 1
freedom  	= 1
csky     	= 1
ecolog   	= 1
killer   	= 1
army     	= 1
bandit   	= 1
monolith 	= 1
zombied  	= 1


; area north of the Train Tunnel:
[gar_smart_terrain_2_4]:default_lair
sim_avail 	= true
surge 		= 1

; valley above the North Pile:
[gar_smart_terrain_4_2]:default_lair
sim_avail = true

; Bus Stop Shelter:
[gar_smart_terrain_4_5]:default_lair
sim_avail = true

; area south of the Rostok Checkpoint:
[gar_smart_terrain_5_4]:default_lair
sim_avail = true

; area south of the East Pile:
[gar_smart_terrain_5_5]:default_lair
sim_avail = true

; trash pile near the Witches' Jelly anomaly:
[gar_smart_terrain_5_6]:default_lair
sim_avail = true

; area north of the Flea Market:
[gar_smart_terrain_6_1]:default_lair
sim_avail = true

; area east of the Witches' Jelly anomaly:
[gar_smart_terrain_6_6]:default_lair
sim_avail = true

; area north of the Mauler anomaly:
[gar_smart_terrain_6_7]:default_lair
sim_avail = true

; area behind the East Pile:
[gar_smart_terrain_7_4]:default_lair
sim_avail = true

; area south of the Greek Fire anomaly:
[gar_smart_terrain_8_5]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Darkscape Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 19, 2018
;
;--------------------------------------------------------------------------------------------------

; Old Farmhouse:
[ds2_domik_st]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; camp in the Woods:
[ds2_lager_st]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; Abandoned Fuel Station:
[ds_kem2]:default_base
sim_avail 	= true
surge 		= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


; Woods:
[ds2_st_dogs]:default_lair
sim_avail = true

; area west of the Old Farmhouse:
[ds2_st_hoofs]:default_lair
sim_avail = true

; area north of the Old Farmhouse:
[ds_boars_nest]:default_lair
sim_avail = true

; area west of the Abandoned Fuel Station:
[ds_deb1]:default_lair
sim_avail = true
surge = 1

; area near the Tunnel to Cordon:
[ds_grverfer2]:default_lair
sim_avail = true
surge = 1

; area near the road to Dark Valley:
[ds_kem1]:default_lair
sim_avail = true
surge = 1

; Culvert:
[ds_kem3]:default_territory
sim_avail = true
surge = 1

; Train Bridge:
[ds_ptr]:default_territory
sim_avail = true
surge = 1

; area south of the Woods:
[ds_ptr2]:default_territory
sim_avail = true
surge = 1

; area south of the Train Bridge:
[ds_ptr3]:default_lair
sim_avail = true
surge = 1

; area by the Drumstick anomaly:
[ds_ptr4]:default_lair
sim_avail = true
surge = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;----------- << AGROPROM >> ------------
;---------	AGROPROM UNIQUE SQUADS	--------
[agr_smart_terrain_1_6_army_trader_stalker_squad]:default_squad
sim_avail = false

[agr_smart_terrain_1_6_army_mechanic_stalker_squad]:default_squad
sim_avail = false

[agr_smart_terrain_1_6_near_2_military_colonel_kovalski_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Agroprom Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 20, 2018
;
;--------------------------------------------------------------------------------------------------

;bigger base, courtyard
[agr_smart_terrain_1_6]:default_base
sim_avail 	= true
surge		= 1
lair 		= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
army = 1
; bandit = 0
; monolith = 0
; zombied = 0

;bigger base, gate
[agr_smart_terrain_1_6_near_1]:default_base
sim_avail 	= true
surge		= 1
army_heli	= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
army = 1
; bandit = 0
; monolith = 0
; zombied = 0

;bigger base, inside building
[agr_smart_terrain_1_6_near_2]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
army = 1
; bandit = 0
; monolith = 0
; zombied = 0

;smaller base, inside building
[agr_smart_terrain_4_4]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;smaller base, courtyard
[agr_smart_terrain_4_4_near_1]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;smaller base, hole in the fence
[agr_smart_terrain_4_4_near_2]:default_base
surge = 1
sim_avail = true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;smaller base, gate
[agr_smart_terrain_4_4_near_3]:default_base
surge = 1
sim_avail = true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;tunnel
[agr_smart_terrain_6_4]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[agr_smart_terrain_1_2]:default_lair
sim_avail = true

[agr_smart_terrain_1_3]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true

[agr_smart_terrain_2_2]:default_lair
sim_avail = true

[agr_smart_terrain_4_6]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true

[agr_smart_terrain_5_2]:default_lair
sim_avail = true

;camp near tunnel
[agr_smart_terrain_5_3]:default_lair
sim_avail = true

[agr_smart_terrain_5_7]:default_lair
sim_avail	= true
territory	= 0

[agr_smart_terrain_7_5]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;----------- << AGROPROM UNDERGROUND >> ------------
;---------	AGROPROM UNDERGROUND UNIQUE SQUADS	--------
[agr_u_bloodsucker_1_squad]:default_squad
sim_avail = false

[agr_u_bloodsucker_2_squad]:default_squad
sim_avail = false

[agr_u_soldiers_controller_squad]:default_squad
sim_avail = false

[agru_controller_1_squad]:default_squad
sim_avail = false

[agr_u_soldiers_squad]:default_squad
sim_avail = false

[agr_u_bandits_squad]:default_squad
sim_avail = false

[agru_poltergeist_squad]:default_squad
sim_avail = false

[agru_end_poltergeist_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Agroprom Underground Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[agr_u_bandits]:default_territory
sim_avail = {+agr_u_bandits_dead} true, false
lair 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[agr_u_bloodsucker_2]:default_lair
sim_avail = {+agru_add_reward_1} true, false
territory 	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[agr_u_soldiers]:default_territory
sim_avail = {+agr_u_soldiers_dead +agru_end_poltergeist_squad_dead} true, false


[agr_u_bloodsucker]:default_lair
sim_avail = {+agru_add_reward} true, false

[agr_u_monsters]:default_lair
sim_avail = {+agru_controller_death} true, false

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;----------- << DARK VALLEY >> ------------
;---------	DARK VALLEY UNIQUE SQUADS	--------
[val_smart_terrain_7_4_bandit_trader_stalker_squad]:default_squad
sim_avail = false

[val_smart_terrain_7_3_bandit_mechanic_stalker_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Dark Valley Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 20, 2018
;
;--------------------------------------------------------------------------------------------------

;smaller base, x18 entrance building
[val_smart_terrain_1_2]:default_base
sim_avail 	= true
surge		= 1
army		= 1
army_heli	= 1

;pig farm
[val_smart_terrain_4_0]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;bigger base, SOC bandits, CS freedom, inside outer building
[val_smart_terrain_7_3]:default_base
sim_avail 	= true
surge		= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
bandit = 1
; monolith = 0
; zombied = 0

;bigger base, SOC bandits, CS freedom, inside central building
[val_smart_terrain_7_4]:default_base
sim_avail 	= true
surge		= 1
lair        = 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
bandit = 1
; monolith = 0
; zombied = 0

;bigger base, SOC bandits, CS freedom, courtyard
[val_smart_terrain_7_5]:default_base
sim_avail 	= true
surge		= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
bandit = 1
; monolith = 0
; zombied = 0

[val_smart_terrain_7_8]:default_territory
sim_avail   = true

[val_smart_terrain_8_6]:default_territory
sim_avail 	= true
zoo_monster				= 0
monster					= 0
monster_predatory_day 	= 0
monster_predatory_night = 0
monster_vegetarian		= 0
monster_zombied_day		= 0
monster_zombied_night	= 0
monster_special			= 0
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
bandit = 1
; monolith = 0
; zombied = 0

[val_smart_terrain_9_4]:default_territory
sim_avail 	= true
surge		= 1
zoo_monster				= 0
monster					= 0
monster_predatory_day 	= 0
monster_predatory_night = 0
monster_vegetarian		= 0
monster_zombied_day		= 0
monster_zombied_night	= 0
monster_special			= 0
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
bandit = 1
; monolith = 0
; zombied = 0

;camp near x-18 building
[val_smart_terrain_9_6]:default_territory
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[val_smart_terrain_3_0]:default_lair
sim_avail = true

[val_smart_terrain_5_10]:default_lair
sim_avail = true

[val_smart_terrain_6_4]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true

[val_smart_terrain_6_5]:default_lair
sim_avail = true

[val_smart_terrain_8_7]:default_lair
sim_avail = true

[val_smart_terrain_8_9]:default_lair
sim_avail = true

[val_smart_terrain_9_10]:default_lair
sim_avail = true

[val_smart_terrain_9_2]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-18 (Dark Valley) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[dar_angar]:default_lair
; sim_avail = {+dar_military_scout_squad_killed} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+dar_military_scout_squad_killed} 1, 0
dolg = {+dar_military_scout_squad_killed} 1, 0
freedom = {+dar_military_scout_squad_killed} 1, 0
csky = {+dar_military_scout_squad_killed} 1, 0
ecolog = {+dar_military_scout_squad_killed} 1, 0
killer = {+dar_military_scout_squad_killed} 1, 0
army = 1
bandit = {+dar_military_scout_squad_killed} 1, 0
monolith = {+dar_military_scout_squad_killed} 1, 0
zombied = {+dar_military_scout_squad_killed} 1, 0

[dar_smart_snork]:default_lair
; sim_avail = {+dar_military_scout_squad_killed} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+dar_military_scout_squad_killed} 1, 0
dolg = {+dar_military_scout_squad_killed} 1, 0
freedom = {+dar_military_scout_squad_killed} 1, 0
csky = {+dar_military_scout_squad_killed} 1, 0
ecolog = {+dar_military_scout_squad_killed} 1, 0
killer = {+dar_military_scout_squad_killed} 1, 0
army = 1
bandit = {+dar_military_scout_squad_killed} 1, 0
monolith = {+dar_military_scout_squad_killed} 1, 0
zombied = {+dar_military_scout_squad_killed} 1, 0


[dar_military_scout]:default_territory
sim_avail = false

[dar_control_poltergeist]:default_lair
; sim_avail = {+dar_military_scout_squad_killed} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+dar_military_scout_squad_killed} 1, 0
dolg = {+dar_military_scout_squad_killed} 1, 0
freedom = {+dar_military_scout_squad_killed} 1, 0
csky = {+dar_military_scout_squad_killed} 1, 0
ecolog = {+dar_military_scout_squad_killed} 1, 0
killer = {+dar_military_scout_squad_killed} 1, 0
army = 1
bandit = {+dar_military_scout_squad_killed} 1, 0
monolith = {+dar_military_scout_squad_killed} 1, 0
zombied = {+dar_military_scout_squad_killed} 1, 0

[dar_poltergeist_ring]:default_lair
sim_avail = false

[dar_poltergeist_tele]:default_lair
sim_avail = false

[dar_poltergeist_tele_round]:default_lair
sim_avail = false

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;---------	LAB X-18 UNIQUE SQUADS	--------
[dar_angar_gigant_squad]:default_squad
sim_avail = false

[dar_control_poltergeist_squad]:default_squad
sim_avail = false

[dar_military_scout_squad]:default_squad
sim_avail = false

[dar_poltergeist_ring_squad_1]:default_squad
sim_avail = false

[dar_poltergeist_ring_squad_2]:default_squad
sim_avail = false

[dar_poltergeist_tele_squad]:default_squad
sim_avail = false

[dar_poltergeist_tele_round_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Rostok Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 20, 2018
;
;--------------------------------------------------------------------------------------------------

[bar_dolg_bunker]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
dolg = 1
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[bar_dolg_general]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
dolg = 1
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

; 100 Rads Bar:
[bar_visitors]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;unique smarties, sim after guards die
[bar_zastava]:default_base
sim_avail = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead} true, false
surge = 1
lair = 1
; stalker = 0
dolg = 1
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[bar_zastava_2]:default_base
sim_avail = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead} true, false
surge = 1
lair = 1
; stalker = 0
dolg = 1
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0


[bar_zastava_dogs_lair]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
territory	= 0

[bar_zastava_dogs_lair_2]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
territory	= 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;---------	BAR UNIQUE SQUADS	--------
[bar_visitors_barman_stalker_trader_squad]:default_squad
sim_avail = false

[bar_visitors_garik_stalker_guard_squad]:default_squad
sim_avail = false

[bar_visitors_zhorik_stalker_guard2_squad]:default_squad
sim_avail = false

[bar_duty_security_squad_leader_squad]:default_squad
sim_avail = false

[bar_zastava_2_commander_squad]:default_squad
sim_avail = false

[bar_visitors_cardan_tech_squad]:default_squad
sim_avail = false

[bar_dolg_general_zoneguard_stalker_squad]:default_squad
sim_avail = false

[bar_dolg_general_petrenko_stalker_squad]:default_squad
sim_avail = false

[bar_arena_manager_squad]:default_squad
sim_avail = false

[bar_arena_guard_squad]:default_squad
sim_avail = false

[bar_dolg_leader_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Wild Territory Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 23, 2018
;
;--------------------------------------------------------------------------------------------------

[ros_smart_killers1]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[ros_smart_stalker_killers1]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[ros_smart_stalker1]:default_base
sim_avail 	= true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[ros_smart_monster4]:default_lair
sim_avail = true
territory	= 0

[ros_smart_monster5]:default_lair
sim_avail 	= true
territory	= 0

[ros_smart_monster7]:default_lair
sim_avail 	= true
territory	= 0

[ros_smart_poltergeist2]:default_lair
sim_avail 	= true
territory	= 0

[ros_smart_snork1]:default_lair
sim_avail 	= true
territory	= 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Yantar Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

;camp 2 near small tunnel
[yan_smart_terrain_3_6]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;camp near small tunnel
[yan_smart_terrain_5_5]:default_base
sim_avail 	= {+faction_base_defense_active} false, true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;scientist base
[yan_smart_terrain_6_4]:default_base
sim_avail 	= true
surge		= 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
ecolog = 1
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;scientist base shelters
; [yan_smart_terrain_6_6]:default_base
; sim_avail =  true
; surge		= 1
; ; stalker = 0
; ; dolg = 0
; ; freedom = 0
; ; csky = 0
; ecolog = 1
; ; killer = 0
; ; army = 0
; ; bandit = 0
; ; monolith = 0
; ; zombied = 0

;x-16 entrance yard, building
[yan_smart_terrain_2_4]:default_lair
sim_avail 	= true
surge		= 1
territory 	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

;x-16 entrance yard, gate
[yan_smart_terrain_2_5]:default_lair
sim_avail 	= true
surge		= 1
territory 	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

;x-16 entrance yard
[yan_smart_terrain_3_4]:default_lair
sim_avail 	= true
surge		= 1
territory 	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

[yan_smart_terrain_zombi_spawn]:default_lair
sim_avail 	= true
territory	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1


[yan_smart_terrain_1_6]:default_lair
sim_avail 	= true
territory	= 0

[yan_smart_terrain_4_2]:default_lair
sim_avail 	= true

[yan_smart_terrain_4_4]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
territory	= 0
zombied     = 1

[yan_smart_terrain_4_5]:default_lair
sim_avail 	= true

[yan_smart_terrain_5_3]:default_lair
sim_avail 	= true
territory	= 0

[yan_smart_terrain_6_2]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
territory = 0
zombied   = 1

[yan_smart_terrain_snork_u]:default_lair
sim_avail = {+yantar_tunnel_finish} true, false

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;---------	YANTAR UNIQUE SQUADS	--------
[yan_stalker_sakharov_squad]:default_squad
sim_avail = false

[yan_ecolog_kruglov_squad]:default_squad
sim_avail = false

[yan_ecolog_semenov_squad]:default_squad
sim_avail = false

[yan_ecolog_vasilyev_squad]:default_squad
sim_avail = false

[yan_bunker_guards_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-16 (Yantar) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[x162_st_burer]:default_lair
; sim_avail = {+yan_kill_brain_done} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

[x162_st_gigant]:default_lair
; sim_avail = {+yan_kill_brain_done} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1


[x162_st_snork]:default_lair
; sim_avail = {+yan_kill_brain_done} true, false
sim_avail = true
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

[x162_st_poltergeist]:default_lair
; sim_avail = {+yan_kill_brain_done} true, false
sim_avail = true
all = 0
stalker = {+yan_labx16_switcher_primary_off} 1, 0
dolg = {+yan_labx16_switcher_primary_off} 1, 0
freedom = {+yan_labx16_switcher_primary_off} 1, 0
csky = {+yan_labx16_switcher_primary_off} 1, 0
ecolog = {+yan_labx16_switcher_primary_off} 1, 0
killer = {+yan_labx16_switcher_primary_off} 1, 0
army = {+yan_labx16_switcher_primary_off} 1, 0
bandit = {+yan_labx16_switcher_primary_off} 1, 0
monolith = {+yan_labx16_switcher_primary_off} 1, 0
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;----------- << ARMY WAREHOUSES >> ------------
;---------	ARMY WAREHOUSES UNIQUE SQUADS	--------
[mil_smart_terrain_7_7_freedom_mechanic_stalker_squad]:default_squad
sim_avail = false

[mil_smart_terrain_7_10_freedom_trader_stalker_squad]:default_squad
sim_avail = false

[mil_smart_terrain_7_7_freedom_leader_stalker_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Army Warehouses Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

;SOC bloodsuckers village, Freedom camp
[mil_smart_terrain_2_10]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC merc outpost to Dead City
[mil_smart_terrain_2_2]:default_base
sim_avail 	= true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC empty farmhouse north
[mil_smart_terrain_2_4]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC Freedom outpost to Radar, barrier
[mil_smart_terrain_3_8]:default_base
sim_avail 	= true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[mil_smart_terrain_4_5]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC Freedom outpost to Radar, wagon
[mil_smart_terrain_4_8]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC Freedom base, near kitchen
[mil_smart_terrain_7_10]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
; dolg = 0
freedom = 1
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;SOC Freedom base, near sleep barracks
[mil_smart_terrain_7_12]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
; dolg = 0
freedom = 1
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;SOC Duty farm
[mil_smart_terrain_7_4]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;SOC Freedom base, main
[mil_smart_terrain_7_7]:default_base
sim_avail 	= true
surge 		= 1
lair 		= 1
; stalker = 0
; dolg = 0
freedom = 1
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;SOC Freedom base, entrance
[mil_smart_terrain_7_8]:default_base
sim_avail 	= true
surge 		= 1
; stalker = 0
; dolg = 0
freedom = 1
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[mil_smart_terrain_4_7]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true
territory	= 1


[mil_smart_terrain_2_1]:default_lair
sim_avail = true

[mil_smart_terrain_2_6]:default_lair
sim_avail = true

;SOC bloodsuckers village
[mil_smart_terrain_4_2]:default_lair
sim_avail 	= true
surge		= 1

;SOC bloodsuckers village, water tower
[mil_smart_terrain_4_3]:default_lair
sim_avail 	= true
surge		= 1

[mil_smart_terrain_8_3]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Red Forest Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

;Stancia1 exit camp
[red_smart_terrain_3_1]:default_base
sim_avail = true

;Camp near Forester's house - at red forest gate
[red_smart_terrain_4_2]:default_base
sim_avail 	= true
surge 		= 1
army_heli	= 1
all			= 1

;bridge - forest side
[red_smart_terrain_bridge]:default_base
sim_avail 	= true
surge 		= 1
all			= 1


;underground mine
[red_smart_terrain_3_2]:default_resource
sim_avail 	= true
lair        = 1
surge 		= 1

[red_smart_terrain_3_3]:default_lair
sim_avail = true

[red_smart_terrain_4_3]:default_lair
sim_avail = true

[red_smart_terrain_4_5]:default_lair
sim_avail = true

[red_smart_terrain_5_5]:default_lair
sim_avail = true

[red_smart_terrain_5_6]:default_lair
sim_avail = true

;deeper forest - anomaly field with weird rocks
[red_smart_terrain_6_3]:default_lair
sim_avail = true

[red_smart_terrain_6_6]:default_lair
sim_avail = true

;deeper forest - near T72 tank
[red_smart_terrain_monsters]:default_lair
sim_avail = true

;tunnel to deeper forest - little mine
[red_smart_terrain_monsters_2]:default_lair
sim_avail = true

[red_smart_terrain_monsters_3]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Limansk Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

;tunnel near Limansk-Red Forest lc
[lim_smart_terrain_1]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[lim_smart_terrain_10]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[lim_smart_terrain_3]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[lim_smart_terrain_4]:default_base
sim_avail 	= true
surge 		= 1
stalker 	= 1
csky		= 1
ecolog		= 1
monolith	= 1
killer		= 1

[lim_smart_terrain_5]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[lim_smart_terrain_6]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

;construction site
[lim_smart_terrain_9]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[lim_smart_terrain_7]:default_lair
sim_avail = true

[lim_smart_terrain_8]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Deserted Hospital Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[katacomb_smart_terrain]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;----------- << DEAD CITY >> ------------
;---------	DEAD CITY UNIQUE SQUADS	--------
[cit_killers_merc_mechanic_stalker_squad]:default_squad
sim_avail = false

[cit_killers_merc_trader_stalker_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Dead City Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[cit_bandits]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[cit_killers]:default_base
sim_avail 	= true
surge 		= 1
lair        = 1
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
killer = 1
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[cit_killers_vs_bandits]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[cit_bandits_2]:default_lair
sim_avail = true

[cit_kanaliz1]:default_lair
sim_avail = true

[cit_kanaliz2]:default_lair
sim_avail = true

[cit_killers_2]:default_lair
sim_avail 	= {+faction_base_defense_active} false, true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Radar Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

[rad2_prip_teleport]:default_base
sim_avail 	= true
surge 		= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_antenna_monolith]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_antenna_patrol]:default_base
sim_avail 	= true
surge 		= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_entrance]:default_base
sim_avail 	= true
surge 		= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1


[rad2_loner_0000]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad2_loner_0001]:default_lair
sim_avail = true
surge = 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad2_loner_0002]:default_lair
sim_avail = true
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_after_valley]:default_lair
sim_avail = true
territory	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_antenna_camper]:default_lair
sim_avail = true
surge = 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_bloodsucker]:default_lair
sim_avail = true

[rad_pseudodogs]:default_lair
sim_avail 	= true
territory	= 0

[rad_snork1]:default_lair
sim_avail 	= true
territory	= 0

[rad_snork2]:default_lair
sim_avail 	= true
territory	= 0

[rad_valley]:default_lair
sim_avail 	= true
surge 		= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_valley_dogs]:default_lair
sim_avail 	= true
territory	= 0

[rad_zombied1]:default_lair
sim_avail 	= true
territory	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[rad_zombied2]:default_lair
sim_avail 	= true
surge 		= 1
territory	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-19 (Radar) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

[bun2_st_bloodsucker]:default_lair
; sim_avail 	= {+bar_deactivate_radar_done} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+bar_deactivate_radar_done} 1, 0

[bun2_tushkano_lair]:default_lair
; sim_avail 	= {+bar_deactivate_radar_done} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+bar_deactivate_radar_done} 1, 0


[bun_krovosos_nest]:default_lair
sim_avail 	= false

;//////////////////////////////////////////////////////////////////////////////////////////////////


;---------	BUNKER-LAB X-19 UNIQUE SQUADS	--------
[bun_krovosos_nest_squad]:default_squad
sim_avail = false

;----------- << PRIPYAT >> ------------
;---------	PRIPYAT UNIQUE SQUADS	--------
[pri_monolith_monolith_mechanic_stalker_squad]:default_squad
sim_avail = false

[pri_monolith_monolith_trader_stalker_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Pripyat Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

[pri_depot]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_monolith]:default_base
sim_avail = true
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
monolith = 1
; zombied = 0

[pri_smart_monolith_stalker6]:default_base
sim_avail 		= true
army_heli 	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_neutral_stalker1]:default_base
sim_avail 	= true
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_bloodsucker_lair1]:default_lair
sim_avail = true
surge = 1
territory	= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1


[pri_smart_controler_lair1]:default_lair
sim_avail 	= true
surge 		= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_controler_lair2]:default_lair
sim_avail 	= true
territory	= 0

[pri_smart_giant_lair1]:default_lair
sim_avail 	= true
surge 		= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_monolith_stalker2]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_monolith_stalker3]:default_lair
sim_avail 	= true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_monolith_stalker4]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_monster_lair1]:default_lair
sim_avail 	= true
territory	= 0

[pri_smart_pseudodog_lair1]:default_lair
sim_avail 	= true
territory	= 0

[pri_smart_snork_lair1]:default_lair
sim_avail 	= true
surge 		= 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[pri_smart_snork_lair2]:default_lair
sim_avail 	= true
territory	= 0

[pri_smart_tushkano_lair1]:default_lair
sim_avail = true
surge = 1
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Chernobyl NPP South Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

[aes_smart_terrain_monolit_blockpost]:default_base
sim_avail 		= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes_smart_terrain_monolit_blockpost4]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes_smart_terran_soldier]:default_base
sim_avail 	= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1


[aes_smart_terrain_monolit_blockpost2]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes_smart_terrain_monsters1]:default_lair
sim_avail 	= true
territory	= 0

[aes_smart_terrain_monsters2]:default_lair
sim_avail 	= true
territory	= 0

[aes_smart_terrain_monsters3]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes_smart_terrain_monsters4]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes_smart_terran_soldier2]:default_lair
sim_avail 	= true
all			= 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Sarcophagus (Chernobyl NPP South) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[sar_monolith_general]:default_territory
; sim_avail = {+sar_secret_door_find} true, false
sim_avail = true
lair 		= 1
all = 0
stalker = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
army = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0

[sar_monolith_sklad]:default_territory
; sim_avail = {+sar_secret_door_find} true, false
sim_avail = true
lair = 1
all = 0
stalker = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
army = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0

[sar_monolith_bloodsuckers]:default_lair
; sim_avail = {+sar_secret_door_find} true, false
sim_avail = true
territory	= 1
all = 0
stalker = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
army = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0


[sar_monolith_poltergeists]:default_lair
; sim_avail = {+sar_secret_door_find} true, false
sim_avail = true
all = 0
stalker = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
army = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = {+sar_secret_door_find +bar_deactivate_radar_done} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[sar_monolith_general_squad]:default_squad
sim_avail = false

[sar_monolith_sklad_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Monolith Control Center (Chernobyl NPP North) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[sar_monolith_guard]:default_territory
; sim_avail = {+sar_monolith_generator_find} true, false
sim_avail = true
lair 		= 1
all = 0
stalker = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
army = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[sar_monolith_zombies]:default_lair
; sim_avail = {+sar_monolith_generator_find} true, false
sim_avail = true
territory 	= 1
all = 0
stalker = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
dolg = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
freedom = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
csky = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
ecolog = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
killer = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
army = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
bandit = {+sar_monolith_generator_find +bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[sar_monolith_guard_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Chernobyl NPP North Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[aes2_monolith_camp1]:default_base
sim_avail 		= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monolith_camp2]:default_base
sim_avail 		= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monolith_camp3]:default_base
sim_avail 		= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monolith_camp4]:default_base
sim_avail 		= true
army_heli	= 1
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1


[aes2_monolith_snipers_1]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monolith_snipers_2]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monolith_snipers_3]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monsters1]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

[aes2_monsters2]:default_lair
sim_avail = true
all = 0
stalker = {+bar_deactivate_radar_done} 1, 0
dolg = {+bar_deactivate_radar_done} 1, 0
freedom = {+bar_deactivate_radar_done} 1, 0
csky = {+bar_deactivate_radar_done} 1, 0
ecolog = {+bar_deactivate_radar_done} 1, 0
killer = {+bar_deactivate_radar_done} 1, 0
army = {+bar_deactivate_radar_done} 1, 0
bandit = {+bar_deactivate_radar_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Generators Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[gen_smart_terrain_lab_entrance]:default_base
sim_avail 		= true
surge 			= 1
army_heli	= 1
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1


[gen_smart_terrain_cemetery]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

[gen_smart_terrain_forest]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

[gen_smart_terrain_junk]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

[gen_smart_terrain_lab_entrance_2]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

[gen_smart_terrain_military]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

[gen_smart_terrain_urod]:default_lair
sim_avail = true
all = 0
stalker = {+warlab_deactivate_generators_done} 1, 0
dolg = {+warlab_deactivate_generators_done} 1, 0
freedom = {+warlab_deactivate_generators_done} 1, 0
csky = {+warlab_deactivate_generators_done} 1, 0
ecolog = {+warlab_deactivate_generators_done} 1, 0
killer = {+warlab_deactivate_generators_done} 1, 0
army = {+warlab_deactivate_generators_done} 1, 0
bandit = {+warlab_deactivate_generators_done} 1, 0
monolith = 1
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Warlab (Generators) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[warlab_common_consciousness_smart_terrain]:default_base
sim_avail = false

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[warlab_pod_stalker_squad]:default_squad
sim_avail = false

[warlab_main_polter_squad]:default_squad
sim_avail = false

[warlab_main_psysucker_squad]:default_squad
sim_avail = false

[warlab_main_psycontroller_squad]:default_squad
sim_avail = false

;---------------------------------------------------------------------------------
;------------------------------- Simulation SQUADS -------------------------------

[stalker_sim_squad_novice]:default_squad
sim_avail = true

[stalker_sim_squad_advanced]:default_squad
sim_avail = true

[stalker_sim_squad_veteran]:default_squad
sim_avail = true

[bandit_sim_squad_novice]:default_squad
sim_avail = true

[bandit_sim_squad_advanced]:default_squad
sim_avail = true

[bandit_sim_squad_veteran]:default_squad
sim_avail = true

[merc_sim_squad_novice]:default_squad
sim_avail = true

[merc_sim_squad_advanced]:default_squad
sim_avail = true

[merc_sim_squad_veteran]:default_squad
sim_avail = true

[duty_sim_squad_novice]:default_squad
sim_avail = true

[duty_sim_squad_advanced]:default_squad
sim_avail = true

[duty_sim_squad_veteran]:default_squad
sim_avail = true

[freedom_sim_squad_novice]:default_squad
sim_avail = true

[freedom_sim_squad_advanced]:default_squad
sim_avail = true

[freedom_sim_squad_veteran]:default_squad
sim_avail = true

[monolith_sim_squad_novice]:default_squad
sim_avail = true

[monolith_sim_squad_advanced]:default_squad
sim_avail = true

[monolith_sim_squad_veteran]:default_squad
sim_avail = true

[monolith_sim_squad_sniper]:default_squad
sim_avail = true

[zombied_sim_squad_novice]:default_squad
sim_avail = true

[zombied_sim_squad_advanced]:default_squad
sim_avail = true

[zombied_sim_squad_veteran]:default_squad
sim_avail = true

[army_sim_squad_novice]:default_squad
sim_avail = true

[army_sim_squad_advanced]:default_squad
sim_avail = true

[army_sim_squad_veteran]:default_squad
sim_avail = true

[army_sim_squad_sniper]:default_squad
sim_avail = true

[csky_sim_squad_novice]:default_squad
sim_avail = true

[csky_sim_squad_advanced]:default_squad
sim_avail = true

[csky_sim_squad_veteran]:default_squad
sim_avail = true

[ecolog_sim_squad_novice]:default_squad
sim_avail = true

[ecolog_sim_squad_advanced]:default_squad
sim_avail = true

[ecolog_sim_squad_veteran]:default_squad
sim_avail = true

[simulation_bloodsucker]:default_squad
sim_avail = true

[simulation_boar]:default_squad
sim_avail = true

[simulation_burer]:default_squad
sim_avail = true

[simulation_controller]:default_squad
sim_avail = true

[simulation_dog]:default_squad
sim_avail = true

[simulation_pseudodog]:default_squad
sim_avail = true

[simulation_flesh]:default_squad
sim_avail = true

[simulation_snork]:default_squad
sim_avail = true

[simulation_mix_dogs]:default_squad
sim_avail = true

[simulation_mix_boar_flesh]:default_squad
sim_avail = true

[simulation_poltergeist_tele]:default_squad
sim_avail = true

[simulation_chimera]:default_squad
sim_avail = true

[simulation_psy_dog]:default_squad
sim_avail = true

[simulation_tushkano]:default_squad
sim_avail = true

[simulation_gigant]:default_squad
sim_avail = true

[simulation_cat]:default_squad
sim_avail = true

[simulation_zombie]:default_squad
sim_avail = true

[simulation_rat]:default_squad
sim_avail = true

[simulation_rats]:default_squad
sim_avail = true

[simulation_fracture]:default_squad
sim_avail = true


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Zaton Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

; Skadovsk:
[zat_stalker_base_smart]:default_base
sim_avail 	= true
surge 		= 1
stalker = 1
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

;surge
[zat_b7]:default_territory
surge = 1
sim_avail = true

[zat_b40_smart_terrain]:default_territory
surge = 1
sim_avail = true

;!!!
[zat_b42_smart_terrain]:default_territory
surge = 1
territory 	= 1
sim_avail = true

; Noah's Ark:
[zat_b18]:default_territory
surge = 1
; sim_avail = true
sim_avail = false

[zat_b38]:default_territory
surge = 1
sim_avail = true

;regular smarts
[zat_b5_smart_terrain]:default_territory
surge = 1
sim_avail = true

[zat_b52]:default_territory
territory 	= 1
sim_avail = true

[zat_b103_merc_smart]:default_base
surge = 1
sim_avail = true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[zat_a1]:default_territory
territory 	= 1
sim_avail = true

[zat_sim_2]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_6]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_11]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_12]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_13]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_19]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_27]:default_territory
territory 	= 1
sim_avail =  true

[zat_sim_28]:default_territory
sim_avail =  true

[zat_sim_29]:default_territory
sim_avail =  true

[zat_sim_30]:default_territory
sim_avail =  true


;no sim
[zat_medic_home_smart]:default_territory
sim_avail = false

[zat_b7_stalker_raider]:default_territory
sim_avail = false

;technical, but with sim available, surge too
[zat_b33]:default_lair
sim_avail =  false

[zat_a23_smart_terrain]:default_territory
sim_avail = false

[zat_b28]:default_lair
surge = 1
sim_avail = false

[zat_b101]:default_resource
surge = 1
territory 	= 1
sim_avail = true

[zat_b38u]:default_territory
sim_avail = false

[zat_b106_smart_terrain]:default_lair
sim_avail = true

[zat_b104_zombied]:default_lair
sim_avail = true

[zat_b14_smart_terrain]:default_resource
sim_avail = true

[zat_b20_smart_terrain]:default_resource
territory 	= 1
sim_avail = true

[zat_b53]:default_resource
territory 	= 1
sim_avail = true

[zat_b12]:default_lair
sim_avail = true

[zat_b54]:default_resource
territory 	= 1
sim_avail = true

[zat_b55]:default_resource
territory 	= 1
sim_avail = true

[zat_b100]:default_resource
surge		= 1
sim_avail = true

[zat_b39]:default_resource
territory 	= 1
lair		= 1
sim_avail = true

[zat_b56]:default_resource
sim_avail = true

[zat_sim_1]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_3]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_4]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_5]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_7]:default_lair
territory 	= 1
sim_avail = true

[zat_sim_8]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_9]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_10]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_14]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_15]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_16]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_17]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_18]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_20]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_21]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_22]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_23]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_24]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_25]:default_lair
territory 	= 1
sim_avail =  true

[zat_sim_26]:default_lair
territory 	= 1
sim_avail =  true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Jupiter Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 28, 2018
;
;--------------------------------------------------------------------------------------------------

[jup_a10_smart_terrain]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[jup_a12]:default_territory
sim_avail = true
surge		= 1

; Yanov Station:
[jup_a6]:default_base
sim_avail 	= true
surge 		= 1
stalker = {!is_factions_enemies(stalker,freedom)} 1, 0
; dolg = 0
freedom = 1
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[jup_b1]:default_territory
sim_avail	= true
surge		= 1

[jup_b19]:default_base
sim_avail 	= true
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
zombied = 1

[jup_b200]:default_base
sim_avail	= true
surge		= 1
territory 	= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[jup_b202]:default_territory
sim_avail =	true

[jup_b203]:default_territory
sim_avail = {+jup_b16_oasis_artifact_spawn} true, false
surge		= 1

; Jupiter Plant - Concrete Basin:
[jup_b204]:default_territory
sim_avail = true

[jup_b207]:default_territory
sim_avail = true

[jup_b208]:default_territory
sim_avail 	= true
surge		= 1

[jup_b212]:default_territory
sim_avail = true

[jup_b4]:default_territory
sim_avail = true

; Hermann's Bunker:
[jup_b41]:default_base
sim_avail 	= true
surge		= 1
stalker = {!is_factions_enemies(stalker,ecolog)} 1, 0
dolg = {!is_factions_enemies(dolg,ecolog) !is_factions_enemies(dolg,stalker)} 1, 0
freedom = {!is_factions_enemies(freedom,ecolog) !is_factions_enemies(freedom,stalker)} 1, 0
csky = {!is_factions_enemies(csky,ecolog) !is_factions_enemies(csky,stalker)} 1, 0
ecolog = 1
killer = {!is_factions_enemies(killer,ecolog) !is_factions_enemies(killer,stalker)} 1, 0
army = {!is_factions_enemies(army,ecolog) !is_factions_enemies(army,stalker)} 1, 0
bandit = {!is_factions_enemies(bandit,ecolog) !is_factions_enemies(bandit,stalker)} 1, 0
monolith = {!is_factions_enemies(monolith,ecolog) !is_factions_enemies(monolith,stalker)} 1, 0
zombied = 0

[jup_b46]:default_territory
sim_avail = true

; Jupiter Plant - Northeast Courtyard:
[jup_b47]:default_territory
sim_avail = true

[jup_sim_6]:default_territory
sim_avail =  true


[jup_b205_smart_terrain]:default_lair
sim_avail = true
surge		= 1

[jup_b206]:default_resource
sim_avail = true

[jup_b209]:default_resource
sim_avail = true

[jup_b211]:default_resource
sim_avail = true

[jup_b25]:default_resource
sim_avail = true

[jup_b32]:default_resource
sim_avail = true

[jup_b6_anom_2]:default_resource
sim_avail = true

[jup_b200_tushkan_smart_terrain]:default_lair
sim_avail = true

[jup_b207_depot_attack]:default_territory
; sim_avail = false
sim_avail = true

; Jupiter Plant - Big Building North:
[jup_b219]:default_territory
; sim_avail = false
sim_avail = true

; Jupiter Plant - Big Building South:
; [jup_b8_smart_terrain]:default_territory
[jup_b8_smart_terrain]:default_lair
; sim_avail = false
sim_avail = true

[jup_b205_smart_terrain_tushkano]:default_territory
; sim_avail = false
sim_avail = true

[jup_a12_merc]:default_territory
sim_avail = false

; Jupiter Plant - Northwest Courtyard:
[jup_a9]:default_lair
; sim_avail =  false
sim_avail = true

[jup_sim_1]:default_lair
sim_avail =  true

[jup_sim_2]:default_lair
sim_avail =  true

[jup_sim_3]:default_lair
sim_avail =  true

[jup_sim_4]:default_lair
sim_avail =  true

[jup_sim_5]:default_lair
sim_avail =  true

[jup_sim_7]:default_lair
sim_avail =  true

[jup_sim_8]:default_lair
sim_avail =  true

[jup_sim_9]:default_lair
sim_avail =  true

[jup_sim_10]:default_lair
sim_avail =  true

[jup_sim_11]:default_lair
sim_avail =  true

[jup_sim_12]:default_lair
sim_avail =  true

[jup_sim_13]:default_lair
sim_avail =  true

[jup_sim_14]:default_lair
sim_avail =  true

[jup_sim_15]:default_lair
sim_avail =  true

[jup_sim_16]:default_lair
sim_avail =  true

; Jupiter Plant - Toxic Pool:
[jup_sim_17]:default_lair
sim_avail =  true
resource 	= 2

; Jupiter Plant - Southeast Courtyard:
[jup_sim_18]:default_lair
sim_avail =  true

; Jupiter Plant - East Courtyard:
[jup_sim_19]:default_lair
sim_avail =  true

[jup_sim_20]:default_lair
sim_avail =  true

[jup_sim_21]:default_lair
sim_avail =  true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Outskirts Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[pri_a15]:default_territory
sim_avail = true

; Laundromat:
[pri_a16]:default_base
sim_avail = true
; all = 0
stalker = 1
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
; zombied = 0

[pri_a17]:default_lair
sim_avail = true

[pri_a18_smart_terrain]:default_base
sim_avail = true
surge     = 1
stalker   = 1
bandit	  = 1
killer    = 1
freedom   = 1
duty      = 1
monolith  = 1
army      = 1
ecolog    = 1
csky      = 1

[pri_a21_smart_terrain]:default_base
sim_avail = true
surge     = 1
stalker   = 1
bandit	  = 1
killer    = 1
freedom   = 1
duty      = 1
monolith  = 1
army      = 1
ecolog    = 1
csky      = 1

[pri_a22_smart_terrain]:default_territory
sim_avail = true

[pri_a25_smart_terrain]:default_territory
sim_avail = true

[pri_b304]:default_territory
sim_avail = true
surge = 1

[pri_b35_mercs]:default_territory
sim_avail = true
surge = 1

[pri_b36_smart_terrain]:default_base
sim_avail 	= true
surge 		= 1
stalker 	= 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit    	= 1
monolith    = 1
zombied     = 1

[pri_b35_military]:default_territory
sim_avail = true
surge = 1

[pri_b305_dogs]:default_territory
sim_avail = false

[pri_b304_monsters_smart_terrain]:default_territory
sim_avail = true

[pri_a20]:default_territory
sim_avail = true

[pri_a28_heli]:default_territory
sim_avail = true

[pri_a28_base]:default_territory
sim_avail = true

[pri_a28_shop]:default_territory
sim_avail = true

[pri_a28_arch]:default_territory
sim_avail = true

[pri_a28_school]:default_territory
sim_avail = true

[pri_a28_evac]:default_territory
sim_avail = true


[pri_b301]:default_resource
sim_avail = true
surge = 1

[pri_b302]:default_resource
sim_avail = true

[pri_b303]:default_resource
sim_avail = true
surge = 1

[pri_b306]:default_resource
sim_avail = true
surge = 1

[pri_b307]:default_resource
sim_avail = true

[pri_sim_1]:default_base
sim_avail = true
surge 		= 1
stalker 	= 1
dolg        = 1
freedom     = 1
csky        = 1
ecolog      = 1
killer      = 1
army        = 1
bandit    	= 1
monolith    = 1
zombied     = 1

[pri_sim_2]:default_lair
sim_avail = true

[pri_sim_3]:default_lair
sim_avail = true

[pri_sim_4]:default_lair
sim_avail = true

[pri_sim_5]:default_lair
sim_avail = true

[pri_sim_6]:default_lair
sim_avail = true

[pri_sim_7]:default_lair
sim_avail = true

[pri_sim_8]:default_lair
sim_avail = true

[pri_sim_9]:default_lair
sim_avail = true

[pri_sim_10]:default_lair
sim_avail = true

[pri_sim_11]:default_lair
sim_avail = true

[pri_sim_12]:default_lair
sim_avail = true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-8 (Outskirts) Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[lx8_smart_terrain]:default_territory
sim_avail = {+lx8_actor_in_lab +actor_left_labx8} true, false
all  = 1
lair = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[lx8_snork_down_squad]:default_squad
sim_avail = false

[lx8_snork_up_squad]:default_squad
sim_avail = false

[lx8_burers_squad]:default_squad
sim_avail = false

[lx8_toilet_burer_squad]:default_squad
sim_avail = false

[lx8_tushkano_1_squad]:default_squad
sim_avail = false

[lx8_tushkano_2_squad]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Jupiter Underground Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 24, 2018
;
;--------------------------------------------------------------------------------------------------

[pas_b400_track]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
all			= 1
territory 	= 1

[pas_b400_hall]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
all			= 1
territory 	= 1


[pas_b400_elevator]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

[pas_b400_downstairs]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

[pas_b400_tunnel]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

[pas_b400_way]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

[pas_b400_canalisation]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

[pas_b400_fake]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[pas_b400_stalkers_squad]:default_squad
sim_avail = false

[pas_b400_stalkers_squad_strong]:default_squad
sim_avail = false

[pas_b400_hall_monolith_squad]:default_squad
sim_avail = false

[pas_b400_hall_monolith_2_squad]:default_squad
sim_avail = false

[pas_b400_hall_monolith_sniper_1]:default_squad
sim_avail = false

[pas_b400_hall_monolith_sniper_2]:default_squad
sim_avail = false

[pas_b400_hall_monolith_sniper_3]:default_squad
sim_avail = false

[pas_b400_hall_monolith_sniper_4]:default_squad
sim_avail = false

[pas_b400_hall_monolith_after_fwd_squad]:default_squad
sim_avail = false

[pas_b400_hall_monolith_after_bwd_squad]:default_squad
sim_avail = false

[pas_b400_canalisation_3_zombied]:default_squad
sim_avail = false

[pas_b400_canalisation_5_zombied]:default_squad
sim_avail = false


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Truck Cemetery Smart Terrain Properties
;
;	Modified by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

[trc_sim_1]:default_base
sim_avail =  true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[trc_sim_2]:default_base
sim_avail =  true
surge	  = 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[trc_sim_6]:default_territory
sim_avail =  true
surge	  = 1

[trc_sim_18]:default_base
sim_avail =  true
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1

[trc_sim_20]:default_base
sim_avail 	= true
surge		= 1
stalker = 1
dolg = 1
freedom = 1
csky = 1
ecolog = 1
killer = 1
army = 1
bandit = 1
monolith = 1
zombied = 1


[trc_sim_3]:default_lair
sim_avail =  true

[trc_sim_4]:default_lair
sim_avail =  true

[trc_sim_5]:default_lair
sim_avail =  true

[trc_sim_7]:default_lair
sim_avail =  true

[trc_sim_8]:default_lair
sim_avail =  true
resource 	= 2

[trc_sim_9]:default_lair
sim_avail =  true

[trc_sim_10]:default_lair
sim_avail =  true

[trc_sim_11]:default_lair
sim_avail =  true

[trc_sim_12]:default_lair
sim_avail =  true

[trc_sim_13]:default_lair
sim_avail =  true

[trc_sim_14]:default_lair
sim_avail =  true

[trc_sim_15]:default_lair
sim_avail =  true

[trc_sim_16]:default_lair
sim_avail =  true

[trc_sim_17]:default_lair
sim_avail =  true
resource 	= 2

[trc_sim_19]:default_lair
sim_avail =  true

[trc_sim_21]:default_lair
sim_avail =  true

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;quest
[faction_base_defense_flesh_squad]:default_squad
sim_avail = false

[faction_base_defense_boar_squad]:default_squad
sim_avail = false

[faction_base_defense_dog_squad]:default_squad
sim_avail = false

[faction_base_defense_flesh_second_squad]:default_squad
sim_avail = false

[faction_base_defense_boar_second_squad]:default_squad
sim_avail = false

[faction_base_defense_dog_second_squad]:default_squad
sim_avail = false