<?xml version="1.0" encoding="utf-8"?>

<animfile>
	<definebone>bone_decor00</definebone>
	<definebone>bone_decor01</definebone>
	<definebone>bone_decor02</definebone>
	<definebone>bone_debris_1a</definebone>
	<definebone>bone_debris_1b</definebone>
	<definebone>bone_debris_1c</definebone>
	<definebone>bone_debris_1d</definebone>
	<definebone>bone_debris_1e</definebone>
	<definebone>bone_debris_2a</definebone>
	<definebone>bone_debris_2b</definebone>
	<definebone>bone_debris_2c</definebone>
	<definebone>bone_debris_2d</definebone>
	<definebone>bone_debris_3a</definebone>
	<definebone>bone_debris_3b</definebone>
	<definebone>bone_debris_3c</definebone>
	<definebone>bone_debris_3d</definebone>
	<definebone>bone_debris_3e</definebone>
	<definebone>bone_debris_4a</definebone>
	<definebone>bone_debris_4b</definebone>
	<definebone>bone_debris_4c</definebone>
	<definebone>bone_debris_4d</definebone>
	<definebone>bone_debris_4e</definebone>
	<definebone>bone_debris_4f</definebone>
	<definebone>bone_debris_2e</definebone>
	<definebone>bone_debris_2f</definebone>
	<definebone>bone_debris_2g</definebone>
	<definebone>bone_debris_2h</definebone>
	<definebone>bone_debris_2i</definebone>
	<definebone>bone_debris_5a</definebone>
	<definebone>bone_debris_5b</definebone>
	<definebone>bone_debris_5c</definebone>
	<submodel>
		wood
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			woodWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_wood_1X4">
								<file>buildings\wall\wall_wooden_1X4_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_wood_1X4">
								<file>buildings\wall\wall_wooden_1X4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_wood_1X4">
						<file>buildings\wall\lp_wall_wooden_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x128</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>9.00</width>
				<height>2.50</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.15</zoffset>
			</decal>
		</component>
		<component>
			woodWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_wooden_1X4_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_wooden_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>woodWall</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_1X4_damaged</model>
				<damagetemplate>buildings\wall\wall_wooden_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_1X4_deathAnim</file>
			</assetreference>
			<component>woodWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		stone
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			stoneWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\wall_stone_1X4_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\wall_stone_1X4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X4">
						<file>buildings\wall\lp_wall_stone_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_stone_1X4_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_stone_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>stoneWall</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_1X4_damaged</model>
				<damagetemplate>buildings\wall\wall_stone_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_1X4_deathAnim</file>
			</assetreference>
			<component>stoneWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		wicker
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			wickerWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_wood_1X4">
								<file>buildings\native_civs\wall\wall_wicker_1X4</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_wood_1X4">
								<file>buildings\native_civs\wall\wall_wicker_1X4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x128</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>9.00</width>
				<height>2.50</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.15</zoffset>
			</decal>
		</component>
		<component>
			wickerWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_1X4</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>wickerWall</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_wicker_1X4</model>
				<damagetemplate>buildings\wall\wall_wooden_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_1X4_deathAnim</file>
			</assetreference>
			<component>wickerWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		palisade
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			iroPalisadeWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\native_civs\wall\wall_iro_palisade_1X4</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\native_civs\wall\wall_iro_palisade_1X4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X4">
						<file>buildings\native_civs\wall\wall_iro_palisade_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			iroPalisadeWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_stone_1X4_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_iro_palisade_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>iroPalisadeWall</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_1X4_damaged</model>
				<damagetemplate>buildings\wall\wall_stone_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iroPalisade_1X4_deathAnim</file>
				<weight>10</weight>
			</assetreference>
			<component>iroPalisadeWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		aztecstone
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_aztec_1x4">
								<file>buildings\native_civs\wall\wall_aztec_1x4_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_aztec_1x4">
								<file>buildings\native_civs\wall\wall_az_stone_1X4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_aztec_1x4">
						<file>buildings\native_civs\wall\lp_wall_az_stone_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_aztec_1x4_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\lp_wall_az_stone_1X4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_aztec_1x4_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_1x4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_aztec_1x4_deathanim</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_aztec_1x4_deathanim2</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		asianwall
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_damaged_1x4</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\wall_1x4</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X4">
						<file>buildings\wall\wall_1x4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_deathmodel_1x4</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_1x4</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_1x4_stone</model>
				<damagetemplate>buildings\wall\wall_stone_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_deathanime_1x4</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_deathanime_1x4</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		indianstone
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\Indian_wall\indian_wall_1x4_stone</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X4">
								<file>buildings\wall\Indian_wall\indian_wall_1x4_stone</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X4">
						<file>buildings\wall\Indian_wall\indian_wall_1x4_stone_lp</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_1x4_stone</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_1x4_stone_lp</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture>
				<width>11.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_1x4_stone</model>
				<damagetemplate>buildings\wall\wall_stone_1X4.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_deathanime_1x4</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x4\asian_wall_deathanime_1x4</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<component>
		wall
		<logic type="Culture">
			<easterneurope>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="stone"/>
					</bastion>
				</logic>
			</easterneurope>
			<mediterranean>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="stone"/>
					</bastion>
				</logic>
			</mediterranean>
			<westerneurope>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="stone"/>
					</bastion>
				</logic>
			</westerneurope>
			<iroquois>
				<logic type="Tech">
					<none>
						<submodelref ref="wicker"/>
					</none>
					<bastion>
						<submodelref ref="palisade"/>
					</bastion>
				</logic>
			</iroquois>
			<aztec>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="aztecstone"/>
					</bastion>
				</logic>
			</aztec>
			<chinese>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="asianwall"/>
					</bastion>
				</logic>
			</chinese>
			<indian>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="indianstone"/>
					</bastion>
				</logic>
			</indian>
			<japanese>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="asianwall"/>
					</bastion>
				</logic>
			</japanese>
			<korean>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="asianwall"/>
					</bastion>
				</logic>
			</korean>
			<incan>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<bastion>
						<submodelref ref="aztecstone"/>
					</bastion>
				</logic>
			</incan>
			<tupi>
				<logic type="Tech">
					<none>
						<submodelref ref="wicker"/>
					</none>
					<bastion>
						<submodelref ref="palisade"/>
					</bastion>
				</logic>
			</tupi>
			<brazilian>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<WOTTAwall01LA>
						<submodelref ref="stone"/>
					</WOTTAwall01LA>
				</logic>
			</brazilian>
			<mexican>
				<logic type="Tech">
					<none>
						<submodelref ref="wicker"/>
					</none>
					<WOTTAwall01LA>
						<submodelref ref="palisade"/>
					</WOTTAwall01LA>
				</logic>
			</mexican>
			<american>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<WOTTAwall01NA>
						<submodelref ref="stone"/>
					</WOTTAwall01NA>
				</logic>
			</american>
			<african>
				<logic type="Tech">
					<none>
						<submodelref ref="wood"/>
					</none>
					<AFRICANTECHwall1>
						<submodelref ref="indianstone"/>
					</AFRICANTECHwall1>
				</logic>
			</african>
		</logic>
	</component>
</animfile>