<animfile>
	<definebone>bone_debris_debris_001</definebone>
	<definebone>bone_debris_debris_002</definebone>
	<definebone>bone_debris_debris_003</definebone>
	<definebone>bone_debris_debris_004</definebone>
	<definebone>bone_debris_debris_005</definebone>
	<submodel>construction_stage_01
		
		<component>iro_tc_construction_stage_01
		
			<assetreference type="GrannyModel">
				<file>buildings\asian_civs\construction\asi_2x2_stage1</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_construction</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
			</decal>
		</component>
		<anim>Idle
			<component>iro_tc_construction_stage_01</component>
		</anim>
	</submodel>
	<submodel>construction_Stage_02
	
		<attachment>frame
			<component>as_2x2_center_con
				<assetreference type="GrannyModel">
					<file>buildings\asian_civs\construction\asi_2x2_frame</file>
				</assetreference>
			</component>
			<anim>
				<component>as_2x2_center_con</component>
			</anim>
		</attachment>
		<component>iro_tc_construction_stage_02
			<assetreference type="GrannyModel">
				<file>buildings\asian_civs\construction\asi_2x2_stage2</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_construction</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
				<xoffset>0.00</xoffset>
				<zoffset>0.00</zoffset>
			</decal>
			<attach a="frame" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
		</component>
		<anim>Idle
			<component>iro_tc_construction_stage_02</component>
		</anim>
	</submodel>
	<submodel>construction_stage_03
	
		<component>construction_stage_03
		
			<assetreference type="GrannyModel">
				<file>buildings\constructions\con_small_3</file>
			</assetreference>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\mill\tilled_earth</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\mill\farmland_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
			</decal>
		</component>
		<anim>Idle
			<component>construction_stage_03</component>
		</anim>
	</submodel>
	<submodel>
		fountain1
		<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>generic_mill
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain1_dmg_Model</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain_age1_Model</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age1_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\asian_civs\rice_paddy\ricepaddy_footprint</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
			</decal>
		</component>
		<component>death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain1_death_Model</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age1_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
		</component>
		<anim>Idle
			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain1_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>Death
			<assetreference type="GrannyAnim">
				<file>WoL\buildings\ME\fountain\Fountain1_death_Anim</file>
			</assetreference>
			<component>death</component>
			<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
		</anim>
		<anim>Heal
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_pickup_a</file>
			</assetreference>
			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain1_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
	</submodel>
	<submodel>
		fountain2
		<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>generic_mill
			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain2_dmg_Model</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain_age2_Model</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age2_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\asian_civs\rice_paddy\ricepaddy_footprint</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
			</decal>
		</component>
		<component>death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain2_death_Model</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age2_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
		</component>
		<anim>Idle

			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain2_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>Death
			<assetreference type="GrannyAnim">
				<file>WoL\buildings\ME\fountain\Fountain2_death_Anim</file>
			</assetreference>
			<component>death</component>
			<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
		</anim>
		<anim>Heal
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_pickup_a</file>
			</assetreference>
			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain1_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
	</submodel>
	<submodel>
		fountain4
		<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>generic_mill

			<logic type="LowPoly">
				<normal>
					<logic type="Destruction">
						<p1>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain4_dmg_Model</file>
							</assetreference>
						</p1>
						<p99>
							<assetreference type="GrannyModel">
								<file>WoL\buildings\ME\fountain\Fountain_age4_Model</file>
							</assetreference>
						</p99>
					</logic>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age4_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\asian_civs\rice_paddy\ricepaddy_footprint</texture>
				<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
				<bumptexture>buildings\asian_civs\rice_paddy\ricepaddy_footprint_bump</bumptexture>
				<width>16.00</width>
				<height>16.00</height>
			</decal>
		</component>
		<component>death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain4_death_Model</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>WoL\buildings\ME\fountain\Fountain_age4_Model</file>
					</assetreference>
				</lowpoly>
			</logic>
		</component>
		<anim>Idle
			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain4_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>Death
			<assetreference type="GrannyAnim">
				<file>WoL\buildings\ME\fountain\Fountain4_death_Anim</file>
			</assetreference>
			<component>death</component>
			<attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
			<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"></attach>
		</anim>
		<anim>Heal
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_pickup_a</file>
			</assetreference>
			<component>generic_mill</component>
			<simskeleton>
				<model>WoL\buildings\ME\fountain\Fountain1_dmg_Model</model>
				<damagetemplate>WoL\buildings\ME\fountain\fountain.dmg</damagetemplate>
			</simskeleton>
		</anim>
	</submodel>
	<component>
		fountain
		<logic type="Tech">
			<none>
				<logic type="BuildingCompletion">
					<p0>
						<submodelref ref="construction_stage_01"></submodelref>
					</p0>
					<p50>
						<submodelref ref="construction_Stage_02"></submodelref>
					</p50>
					<p100>
						<submodelref ref="fountain1"></submodelref>
					</p100>
				</logic>
			</none>
			<colonialize>
				<logic type="BuildingCompletion">
					<p0>
						<submodelref ref="construction_stage_01"></submodelref>
					</p0>
					<p50>
						<submodelref ref="construction_Stage_02"></submodelref>
					</p50>
					<p100>
						<submodelref ref="fountain2"></submodelref>
					</p100>
				</logic>
			</colonialize>
			<industrialize>
				<logic type="BuildingCompletion">
					<p0>
						<submodelref ref="construction_stage_01"></submodelref>
					</p0>
					<p50>
						<submodelref ref="construction_Stage_02"></submodelref>
					</p50>
					<p100>
						<submodelref ref="fountain4"></submodelref>
					</p100>
				</logic>
			</industrialize>
		</logic>
	</component>
	<anim>Idle
		<component>ypricepaddy</component>
	</anim>
</animfile>