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

<animfile>
	<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_2e</definebone>
	<definebone>bone_debris_3a</definebone>
	<definebone>bone_debris_3b</definebone>
	<definebone>bone_debris_3c</definebone>
	<definebone>bone_debris_wall12dmg_000</definebone>
	<definebone>bone_debris_wall12dmg_001</definebone>
	<submodel>
		wood
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			woodWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_wood_1X2">
								<file>buildings\wall\wall_wooden_1X2_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_wood_1X2">
								<file>buildings\wall\wall_wooden_1X2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_wood_1X2">
						<file>buildings\wall\lp_wall_wooden_1X2</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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<component>
			woodWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_wooden_1X2_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_wooden_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>woodWall</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_1X2_damaged</model>
				<damagetemplate>buildings\wall\wall_wooden_1X2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_1X2_deathAnim</file>
			</assetreference>
			<component>woodWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		stone
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			stoneWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\wall_stone_1X2_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\wall_stone_1X2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X2">
						<file>buildings\wall\lp_wall_stone_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_stone_1X2_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_stone_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>stoneWall</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_1X2_damaged</model>
				<damagetemplate>buildings\wall\wall_stone_1X2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_1X2_deathAnim</file>
				<weight>10</weight>
			</assetreference>
			<component>stoneWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		wood_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_wooden_1X2_con1</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		wood_con2
		<component>
			mid_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_wooden_1X2_con2</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>mid_con</component>
		</anim>
	</submodel>
	<submodel>
		wood_con3
		<component>
			mid_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_wooden_1X2_con3</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>mid_con</component>
		</anim>
	</submodel>
	<submodel>
		stone_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_stone_1X2_con1</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		stone_con2
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_stone_1X2_con2</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		stone_con3
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\wall_stone_1X2_con3</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		wicker
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_wood_1X2">
								<file>buildings\native_civs\wall\wall_iro_wicker_1X2_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_wood_1X2">
								<file>buildings\native_civs\wall\wall_wicker_1X2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_wood_1X2">
						<file>buildings\native_civs\wall\wall_wicker_1X2</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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_iro_wicker_1X2_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_iro_wicker_1X2_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_wicker_1x2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iro_wicker_1X2_deathanim</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iro_wicker_1X2_deathanim_2</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iro_wicker_1X2_deathanim_3</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		palisade
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_iro_palisade_1x2">
								<file>buildings\native_civs\wall\wall_iro_palisade_1X2_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_iro_palisade_1x2">
								<file>buildings\native_civs\wall\wall_iro_palisade_1X2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_iro_palisade_1x2">
						<file>buildings\native_civs\wall\wall_iro_palisade_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_iro_palisade_1X2_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_iro_palisade_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_iro_palisade_1X2_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_1x2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iro_palisade_1X2_deathanim</file>
				<weight>10</weight>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		aztecstone
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_aztec_1x2">
								<file>buildings\native_civs\wall\wall_aztec_1x2_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_aztec_1x2">
								<file>buildings\native_civs\wall\wall_az_stone_1X2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_aztec_1x2">
						<file>buildings\native_civs\wall\lp_wall_az_stone_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_aztec_1x2_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\lp_wall_az_stone_1X2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_aztec_1x2_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_1x2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_aztec_1x2_deathanim</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		az_stone_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\native_civs\wall\wall_aztec_1x2_con1</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		az_stone_con2
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\native_civs\wall\wall_aztec_1x2_con2</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		az_stone_con3
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\native_civs\wall\wall_aztec_1x2_con3</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage1
		<component>
			iro_wall_1x2_con_stage1
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage1</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage1</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage2
		<component>
			iro_wall_1x2_con_stage2
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage2</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage2</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage3
		<component>
			iro_wall_1x2_con_stage3
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage3</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage3</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage1_age4
		<component>
			iro_wall_1x2_con_stage1_age4
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage1_age4</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage1_age4</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage2_age4
		<component>
			iro_wall_1x2_con_stage2_age4
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage2_age4</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage2_age4</component>
		</anim>
	</submodel>
	<submodel>
		iro_wall_1x2_con_stage3_age4
		<component>
			iro_wall_1x2_con_stage3_age4
			<assetreference type="GrannyModel">
				<file>buildings\constructions\iro_wall_1x2_stage3_age4</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>iro_wall_1x2_con_stage3_age4</component>
		</anim>
	</submodel>
	<submodel>
		asianwall
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\Asian_walls_destructions\1x2\asian_wall_damaged_1x2</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\wall_1x2</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X2">
						<file>buildings\wall\wall_1x2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_walls_destructions\1x2\asian_wall_deathmodel_1x2</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_1x2</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\wall\Asian_walls_destructions\1x2\asian_wall_damaged_1x2</model>
				<damagetemplate>buildings\wall\wall_stone_1X2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x2\asian_wall_deathanime_1x2</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		asian_stone_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x2_con1</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		asian_stone_con2
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x2_con2</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		asian_stone_con3
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x2_con3</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		indianstone
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\Indian_wall\indian_wall_1x2_stone_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="wall_stone_1X2">
								<file>buildings\wall\Indian_wall\indian_wall_1x2_stone</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_stone_1X2">
						<file>buildings\wall\Indian_wall\indian_wall_1x2_stone_lp</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_1x2_stone_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_1x2_stone_lp</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_1x2_stone_damaged</model>
				<damagetemplate>buildings\wall\wall_stone_1X2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_walls_destructions\1x2\asian_wall_deathanime_1x2</file>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		indian_stone_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x2_con1</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		indian_stone_con2
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x2_con2</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		indian_stone_con3
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x2_con3</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		Fort Wall
		<attachment>
		base smoke
		<component>
			smoke base
			<assetreference type="ParticleSystem">
				<file>effects\smoke\collapsesmoke01.particle</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>smoke base</component>
		</anim>
		</attachment>
		<attachment>
			base smoke2
			<component>
				smoke wave
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wave.particle</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>smoke wave</component>
			</anim>
		</attachment>
		<attachment>
			base smoke3
			<component>
				smoke wave center
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wave02.particle</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>smoke wave center</component>
			</anim>
		</attachment>
		<attachment>
			collapse_smoke
			<component>
				collapse_smoke
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_a.particle</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>collapse_smoke</component>
			</anim>
		</attachment>
		<component>
			SPC_Fort_Wall_Small
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel" shape="spc_fort_wall_small">
								<file>buildings\spc\fort\spc_fort_wall_small_damaged</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel" shape="spc_fort_wall_small">
								<file>buildings\spc\fort\spc_fort_wall_small</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="spc_fort_wall_small">
						<file>buildings\spc\fort\lp_SPC_Fort_Wall_Small</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\spc\fort\spc_ft_wall_small_ground</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\spc\fort\spc_ft_wall_small_ground_bumpmap</bumptexture>
				<width>5.50</width>
				<height>5.50</height>
			</decal>
		</component>
		<component>
			SPC_Fort_Wall_Small_Death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\spc\fort\spc_fort_wall_small_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\spc\fort\lp_SPC_Fort_Wall_Small</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\spc\fort\spc_ft_wall_small_ground</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\spc\fort\spc_ft_wall_small_ground_bumpmap</bumptexture>
				<width>10.00</width>
				<height>8.50</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>SPC_Fort_Wall_Small</component>
			<simskeleton>
				<model>buildings\spc\fort\spc_fort_wall_small_damaged</model>
				<damagetemplate>buildings\spc\fort\SPC_Fort_Wall_small.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\spc\fort\SPC_Fort_Wall_Small_deathAnim</file>
			</assetreference>
			<component>SPC_Fort_Wall_Small_Death</component>
			<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
			<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
			<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
			<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		me_con1
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>WoL\buildings\ME\wall\Wall1x2_con1_Model</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		me_con2
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>WoL\buildings\ME\wall\Wall1x2_con2_Model</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		me_con3
		<component>
			base_con
			<assetreference type="GrannyModel">
				<file>WoL\buildings\ME\wall\Wall1x2_con3_Model</file>
			</assetreference>
			<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>6.00</width>
				<height>2.20</height>
				<xoffset>0.00</xoffset>
				<zoffset>-0.10</zoffset>
			</decal>
		</component>
		<anim>
			Idle
			<component>base_con</component>
		</anim>
	</submodel>
	<submodel>
		ME
		<attachment>
			collapseSmoke
			<component>
				smoke emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>smoke emitter</component>
			</anim>
		</attachment>
		<component>
			stoneWall
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\wall\Wall1x2_dmg_Model</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\wall\Wall1x2_Model</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\wall\Wall1x2_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneWall_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\wall\Wall1x2_death_Model</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\wall\Wall1x2_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_small</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>buildings\wall\wall_wood_stone_ground_small_bumpmap</bumptexture>
				<width>7.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>stoneWall</component>
			<simskeleton>
				<model>WoL\buildings\ME\wall\Wall1x2_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\wall\wall1x2.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>WoL\buildings\ME\wall\Wall1x2_death_Anim</file>
			</assetreference>
			<component>stoneWall_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<component>
		wall
		<logic type="Culture">
			<easterneurope>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="stone"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</easterneurope>
			<mediterranean>
				<logic type="Civ">
					<none>
						<logic type="Tech">
							<none>
								<logic type="BuildingCompletion">
									<p0>
										<submodelref ref="wood_con1"/>
									</p0>
									<p33>
										<submodelref ref="wood_con2"/>
									</p33>
									<p66>
										<submodelref ref="wood_con3"/>
									</p66>
									<p100>
										<submodelref ref="wood"/>
									</p100>
								</logic>
							</none>
							<bastion>
								<logic type="BuildingCompletion">
									<p0>
										<submodelref ref="stone_con1"/>
									</p0>
									<p33>
										<submodelref ref="stone_con2"/>
									</p33>
									<p66>
										<submodelref ref="stone_con3"/>
									</p66>
									<p100>
										<submodelref ref="stone"/>
									</p100>
								</logic>
							</bastion>
						</logic>
					</none>
					<SPCAct1>
						<logic type="Tech">
							<none>
								<logic type="BuildingCompletion">
									<p0>
										<submodelref ref="wood_con1"/>
									</p0>
									<p33>
										<submodelref ref="wood_con2"/>
									</p33>
									<p66>
										<submodelref ref="wood_con3"/>
									</p66>
									<p100>
										<submodelref ref="wood"/>
									</p100>
								</logic>
							</none>
							<FortressizeSPCAct1>
								<logic type="BuildingCompletion">
									<p0>
										<submodelref ref="stone_con1"/>
									</p0>
									<p33>
										<submodelref ref="stone_con2"/>
									</p33>
									<p66>
										<submodelref ref="stone_con3"/>
									</p66>
									<p100>
										<submodelref ref="stone"/>
									</p100>
								</logic>
							</FortressizeSPCAct1>
							<IndustrializeSPCAct1>
								<logic type="BuildingCompletion">
									<p0>
										<submodelref ref="asian_stone_con1"/>
									</p0>
									<p33>
										<submodelref ref="asian_stone_con2"/>
									</p33>
									<p66>
										<submodelref ref="asian_stone_con3"/>
									</p66>
									<p100>
										<submodelref ref="Fort Wall"/>
									</p100>
								</logic>
							</IndustrializeSPCAct1>
						</logic>
					</SPCAct1>
				</logic>
			</mediterranean>
			<westerneurope>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="stone"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</westerneurope>
			<iroquois>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3"/>
							</p66>
							<p100>
								<submodelref ref="wicker"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1_age4"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2_age4"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3_age4"/>
							</p66>
							<p100>
								<submodelref ref="palisade"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</iroquois>
			<aztec>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="az_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="az_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="az_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="aztecstone"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</aztec>
			<chinese>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="asian_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="asian_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="asian_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="asianwall"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</chinese>
			<indian>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="indian_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="indian_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="indian_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="indianstone"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</indian>
			<japanese>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="asian_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="asian_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="asian_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="asianwall"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</japanese>
			<tupi>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3"/>
							</p66>
							<p100>
								<submodelref ref="wicker"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1_age4"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2_age4"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3_age4"/>
							</p66>
							<p100>
								<submodelref ref="palisade"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</tupi>
			<korean>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="asian_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="asian_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="asian_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="asianwall"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</korean>
			<incan>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="az_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="az_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="az_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="aztecstone"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</incan>
			<mexican>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3"/>
							</p66>
							<p100>
								<submodelref ref="wicker"/>
							</p100>
						</logic>
					</none>
					<WOTTAwall01LA>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1_age4"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2_age4"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3_age4"/>
							</p66>
							<p100>
								<submodelref ref="palisade"/>
							</p100>
						</logic>
					</WOTTAwall01LA>
				</logic>
			</mexican>
			<brazilian>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<WOTTAwall01LA>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="stone"/>
							</p100>
						</logic>
					</WOTTAwall01LA>
				</logic>
			</brazilian>
			<Andeans>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<WOTTAwall01LA>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="stone"/>
							</p100>
						</logic>
					</WOTTAwall01LA>
				</logic>
			</Andeans>
			<american>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<WOTTAwall01NA>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="stone"/>
							</p100>
						</logic>
					</WOTTAwall01NA>
				</logic>
			</american>
			<african>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<AFRICANTECHwall1>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="indian_stone_con1"/>
							</p0>
							<p33>
								<submodelref ref="indian_stone_con2"/>
							</p33>
							<p66>
								<submodelref ref="indian_stone_con3"/>
							</p66>
							<p100>
								<submodelref ref="indianstone"/>
							</p100>
						</logic>
					</AFRICANTECHwall1>
				</logic>
			</african>
			<polynesian>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3"/>
							</p66>
							<p100>
								<submodelref ref="wicker"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="iro_wall_1x2_con_stage1_age4"/>
							</p0>
							<p33>
								<submodelref ref="iro_wall_1x2_con_stage2_age4"/>
							</p33>
							<p66>
								<submodelref ref="iro_wall_1x2_con_stage3_age4"/>
							</p66>
							<p100>
								<submodelref ref="palisade"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</polynesian>
			<MiddleEastern>
				<logic type="Tech">
					<none>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="wood_con1"/>
							</p0>
							<p33>
								<submodelref ref="wood_con2"/>
							</p33>
							<p66>
								<submodelref ref="wood_con3"/>
							</p66>
							<p100>
								<submodelref ref="wood"/>
							</p100>
						</logic>
					</none>
					<bastion>
						<logic type="BuildingCompletion">
							<p0>
								<submodelref ref="me_con1"/>
							</p0>
							<p33>
								<submodelref ref="me_con2"/>
							</p33>
							<p66>
								<submodelref ref="me_con3"/>
							</p66>
							<p100>
								<submodelref ref="ME"/>
							</p100>
						</logic>
					</bastion>
				</logic>
			</MiddleEastern>
		</logic>
	</component>
</animfile>