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Documentation for this module may be created at Module:Data/CivBE/RT/Missions/doc

--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--DisabledHelp                         String
--HotKey                               String
--HotKeyAlt                            String
--HotKeyPriority                        Int64
--HotKeyPriorityAlt                     Int64
--OrderPriority                         Int64
--AltDown                             Boolean
--AltDownAlt                          Boolean
--ShiftDown                           Boolean
--ShiftDownAlt                        Boolean
--CtrlDown                            Boolean
--CtrlDownAlt                         Boolean
--Visible                             Boolean
--Waypoint                             String
--Time                                  Int64
--Target                              Boolean
--Build                               Boolean
--Sound                               Boolean
--EntityEventType                      String
--SupportMission                      Boolean
--InterfaceMode                        String
--ObsoleteByMission                    String
--IconIndex                             Int64
--IconAtlas                            String

local data ={

MISSION_MOVE_TO={
Type="MISSION_MOVE_TO";
Description=[=[Move]=];
Help=[=[Order your Unit to move to a specific Tile.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
IconIndex=9;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_ROUTE_TO={
Type="MISSION_ROUTE_TO";
Description=[=[Route To]=];
Help=[=[Tells a Worker to construct a Road (or Magrail) to the chosen location. The Worker will follow the shortest path to the location. The Worker wakes when it has completed the assignment.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
Sound=true;
IconIndex=52;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_MOVE_TO_UNIT={
Type="MISSION_MOVE_TO_UNIT";
Description=[=[Move Unit]=];
Help=[=[Set your Unit to move to another Unit.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Sound=true;
IconIndex=9;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SWAP_UNITS={
Type="MISSION_SWAP_UNITS";
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
IconIndex=10;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SKIP={
Type="MISSION_SKIP";
Description=[=[Do Nothing]=];
Help=[=[The Unit will perform no action this turn.]=];
HotKey="KB_SPACE";
HotKeyAlt="KB_NUMPAD0";
HotKeyPriority=1;
OrderPriority=196;
Visible=true;
IconIndex=8;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SLEEP={
Type="MISSION_SLEEP";
Description=[=[Sleep]=];
Help=[=[Order the Unit to remain inactive until the player provides it new orders.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=150;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_SLEEP";
IconIndex=4;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_ALERT={
Type="MISSION_ALERT";
Description=[=[Alert]=];
Help=[=[The Unit will wake upon seeing an enemy. The Unit receives a defensive bonus.]=];
HotKey="KB_A";
OrderPriority=175;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=2;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_FORTIFY={
Type="MISSION_FORTIFY";
Description=[=[Fortify]=];
Help=[=[The Unit remains inactive until the player provides it new orders. The Unit receives a defensive bonus.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=99;
Visible=true;
Time=10;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_GARRISON={
Type="MISSION_GARRISON";
Description=[=[Garrison in City]=];
Help=[=[Garrison a Unit in this city, improving its {{StrengthIconBE}} Combat Strength.]=];
DisabledHelp=[=[Unit cannot Garrison if already garrisoned or if another Unit is garrisoned in this City.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=198;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SET_UP_FOR_RANGED_ATTACK={
Type="MISSION_SET_UP_FOR_RANGED_ATTACK";
Description=[=[Set Up For Ranged Attack]=];
Help=[=[Required before this Unit can Range Attack.]=];
HotKey="KB_S";
OrderPriority=198;
Visible=true;
Time=10;
Sound=true;
IconIndex=12;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_EMBARK={
Type="MISSION_EMBARK";
Description=[=[Embark]=];
Help=[=[Loads Unit onto boats, allowing them to cross water tiles.]=];
HotKey="KB_E";
Time=10;
Sound=true;
IconIndex=14;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_DISEMBARK={
Type="MISSION_DISEMBARK";
Description=[=[Disembark]=];
Help=[=[Unloads Unit from boats back onto a land tile.]=];
HotKey="KB_D";
Time=10;
Sound=true;
IconIndex=15;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_AIRPATROL={
Type="MISSION_AIRPATROL";
Description=[=[Air Intercept]=];
Help=[=[Order the air Unit to lie in wait and intercept enemy air Units that attack within its range. Powerful against Strikes, but vulnerable to Sweeps.]=];
HotKey="KB_I";
HotKeyPriority=1;
OrderPriority=197;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_AIRPATROL";
IconIndex=47;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_HEAL={
Type="MISSION_HEAL";
Description=[=[Fortify Until Healed]=];
Help=[=[The Unit remains inactive until it heals back to full strength. The Unit receives a defensive bonus.]=];
DisabledHelp=[=[This Unit cannot Heal outside friendly territory.]=];
HotKey="KB_H";
OrderPriority=199;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_HEAL";
IconIndex=3;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_AIRLIFT={
Type="MISSION_AIRLIFT";
Description=[=[Airlift]=];
Help=[=[Airlifts the Unit to another city.]=];
Time=10;
Sound=true;
IconIndex=16;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_PARADROP={
Type="MISSION_PARADROP";
Description="TXT_KEY_MISSION_PARADROP";
Help="TXT_KEY_MISSION_PARADROP_HELP";
Time=30;
Sound=true;
EntityEventType="ENTITY_EVENT_PARADROP";
IconIndex=48;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_AIR_SWEEP={
Type="MISSION_AIR_SWEEP";
HotKey="KB_S";
Time=10;
Sound=true;
IconIndex=-1;};

MISSION_REBASE={
Type="MISSION_REBASE";
HotKey="KB_R";
CtrlDownAlt=true;
Time=15;
Sound=true;
IconIndex=-1;};

MISSION_RANGE_ATTACK={
Type="MISSION_RANGE_ATTACK";
HotKey="KB_B";
Visible=true;
Time=25;
Sound=true;
IconIndex=13;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_ORBITAL_ATTACK={
Type="MISSION_ORBITAL_ATTACK";
HotKey="KB_N";
Visible=true;
Time=25;
Sound=true;
IconIndex=16;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_PILLAGE={
Type="MISSION_PILLAGE";
Description=[=[Pillage]=];
Help=[=[An improvement or route in this tile may not be used until repaired. Pillaging an improvement will earn {{EnergyIconBE}} Energy and heal your unit slightly.]=];
HotKey="KB_P";
OrderPriority=150;
ShiftDown=true;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_PILLAGE";
IconIndex=51;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_FOUND={
Type="MISSION_FOUND";
Description=[=[Found Outpost]=];
Help=[=[The {{ColorUnitTextBE|Colonist}} will unpack and create an Outpost at its current location. Over time, the Outpost will become a full City, by acquiring all the tiles next to it. Until then, it will be vulnerable and unable to produce things.

This order will consume the {{ColorUnitTextBE|Colonist}}.]=];
DisabledHelp=[=[Cannot found an Outpost within 3 Tiles of another City or Outpost, within 2 tiles of a Station, or along the edge of a map.]=];
HotKey="KB_B";
HotKeyPriority=1;
OrderPriority=199;
Visible=true;
Time=25;
Sound=true;
EntityEventType="ENTITY_EVENT_FOUND";
IconIndex=49;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_JOIN={
Type="MISSION_JOIN";
Description=[=[Join City]=];
Help=[=[This order will make the Great Person join the city as a super specialist. It will consume the Great Person.]=];
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=49;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_CONSTRUCT={
Type="MISSION_CONSTRUCT";
Description=[=[Construct]=];
Help=[=[This will have the Great Person create their special building. It consumes the Great Person.]=];
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=35;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_DISCOVER={
Type="MISSION_DISCOVER";
Description=[=[Discover Technology]=];
Help=[=[This will have the Great Person help research a technology. It consumes the Great Person.]=];
DisabledHelp=[=[You must control a city before you can discover new technology.]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=18;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_HURRY={
Type="MISSION_HURRY";
Description=[=[Hurry Production]=];
Help=[=[This order will hurry production on the city's current effort. It consumes the Great Person.]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=55;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_TRADE={
Type="MISSION_TRADE";
Description="TXT_KEY_MISSION_CONDUCT_TRADE_MISSION";
Help=[=[If the Unit is inside a City State's territory that you're not at war with, this order will have the Great Merchant conduct a trade mission, giving you a large amount of {{EnergyIconBE}} Energy and improving relations with the City State. It consumes the Great Person.]=];
DisabledHelp=[=[Unit must be in a City State's territory that you're not at war with.]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=52;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_BUY_CITY_STATE={
Type="MISSION_BUY_CITY_STATE";
Description="TXT_KEY_MISSION_BUY_CITY_STATE";
Help="TXT_KEY_MISSION_BUY_CITY_STATE_HELP";
DisabledHelp="TXT_KEY_MISSION_BUY_CITY_STATE_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconAtlas="UNIT_ACTION_BUY_CITYSTATE";};

MISSION_SPACESHIP={
Type="MISSION_SPACESHIP";
Description="TXT_KEY_MISSION_BUILD_SPACESHIP";
Help=[=[Contribute a part to the Alpha Centauri Spaceship.

Unit will be consumed.]=];
DisabledHelp=[=[Unit must be in your Capital City.]=];
OrderPriority=199;
Visible=true;
Time=10;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=49;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_CULTURE_BOMB={
Type="MISSION_CULTURE_BOMB";
Description="TXT_KEY_MISSION_CULTURE_BOMB";
Help="TXT_KEY_MISSION_CULTURE_BOMB_HELP";
DisabledHelp="TXT_KEY_MISSION_CULTURE_BOMB_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=53;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_FOUND_RELIGION={
Type="MISSION_FOUND_RELIGION";
Description="TXT_KEY_MISSION_FOUND_RELIGION";
Help="TXT_KEY_MISSION_FOUND_RELIGION_HELP";
DisabledHelp="TXT_KEY_MISSION_FOUND_RELIGION_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconAtlas="UNIT_ACTION_ATLAS_RELIGION";};

MISSION_ERA_OF_PROSPERITY={
Type="MISSION_ERA_OF_PROSPERITY";
Description="TXT_KEY_MISSION_START_ERAOFPROSPERITY";
Help=[=[This order will consume the Great Person and initiate an {{ProsperityIconBE}} Era of Prosperity (extra {{ProductionIconBE}} and {{EnergyIconBE}}) for {1_Num} turns. Each time a Great Person starts an Era of Prosperity, the length of the next will shorten (to a minimum of 3 turns).]=];
DisabledHelp=[=[Unit must be in your territory to start an Era of Prosperity.]=];
OrderPriority=199;
Visible=true;
Time=30;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=45;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_BUILD={
Type="MISSION_BUILD";
Description=[=[Build Improvement]=];
Build=true;
Sound=true;
IconIndex=35;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_LEAD={
Type="MISSION_LEAD";
Visible=true;
Time=40;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_BEGIN_COMBAT={
Type="MISSION_BEGIN_COMBAT";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_BEGIN_COMBAT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_END_COMBAT={
Type="MISSION_END_COMBAT";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_END_COMBAT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_AIRSTRIKE={
Type="MISSION_AIRSTRIKE";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
HotKey="KB_B";
Time=40;
EntityEventType="ENTITY_EVENT_AIRSTRIKE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SURRENDER={
Type="MISSION_SURRENDER";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
Time=25;
EntityEventType="ENTITY_EVENT_SURRENDER";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_CAPTURED={
Type="MISSION_CAPTURED";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
Time=20;
EntityEventType="ENTITY_EVENT_CAPTURED";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_IDLE={
Type="MISSION_IDLE";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_IDLE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_DAMAGE={
Type="MISSION_DAMAGE";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_DAMAGE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_MULTI_SELECT={
Type="MISSION_MULTI_SELECT";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_MULTI_SELECT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_MULTI_DESELECT={
Type="MISSION_MULTI_DESELECT";
Description=[=[Build Improvement]=];
Help=[=[Build Improvement]=];
EntityEventType="ENTITY_EVENT_MULTI_DESELECT";
IconIndex=-1;};

MISSION_WAIT_FOR={
Type="MISSION_WAIT_FOR";
Description=[=[Do Nothing]=];
Help=[=[The Unit will perform no action this turn.]=];
IconIndex=-1;};

MISSION_SPREAD_RELIGION={
Type="MISSION_SPREAD_RELIGION";
Description="TXT_KEY_MISSION_SPREAD_RELIGION";
Help="TXT_KEY_MISSION_SPREAD_RELIGION_HELP";
DisabledHelp="TXT_KEY_MISSION_SPREAD_RELIGION_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS_RELIGION";};

MISSION_ENHANCE_RELIGION={
Type="MISSION_ENHANCE_RELIGION";
Description="TXT_KEY_MISSION_ENHANCE_RELIGION";
Help="TXT_KEY_MISSION_ENHANCE_RELIGION_HELP";
DisabledHelp="TXT_KEY_MISSION_ENHANCE_RELIGION_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=2;
IconAtlas="UNIT_ACTION_ATLAS_RELIGION";};

MISSION_REMOVE_HERESY={
Type="MISSION_REMOVE_HERESY";
Description="TXT_KEY_MISSION_REMOVE_HERESY";
Help="TXT_KEY_MISSION_REMOVE_HERESY_HELP";
DisabledHelp="TXT_KEY_MISSION_REMOVE_HERESY_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS_RELIGION";};

MISSION_ESTABLISH_TRADE_ROUTE={
Type="MISSION_ESTABLISH_TRADE_ROUTE";
Description=[=[Establish Trade Route]=];
Help=[=[Establish a Trade Route with this Unit from this city to another city.]=];
DisabledHelp="TXT_KEY_MISSION_ESTABLISH_TRADE_ROUTE_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=30;
IconIndex=60;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_PLUNDER_TRADE_ROUTE={
Type="MISSION_PLUNDER_TRADE_ROUTE";
Description=[=[Plunder Trade Route]=];
Help=[=[Destroy this trade route to gain {{EnergyIconBE}} Energy.

If you are not at war with the owner of the trade route, you will need to declare war before you plunder. Plundering a trade route going to another colony will damage your relationship with the destination colony if you're not currently at war.]=];
DisabledHelp=[=[You must be at war with the trade route owner.]=];
OrderPriority=199;
ShiftDown=true;
Visible=true;
Time=20;
Sound=true;
IconIndex=51;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_ONE_SHOT_TOURISM={
Type="MISSION_ONE_SHOT_TOURISM";
Description="TXT_KEY_MISSION_ONE_SHOT_TOURISM";
Help="TXT_KEY_MISSION_ONE_SHOT_TOURISM_HELP";
DisabledHelp="TXT_KEY_MISSION_ONE_SHOT_TOURISM_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconAtlas="UNIT_ACTION_PERFORM_CONCERT";};

MISSION_CREATE_GREAT_WORK={
Type="MISSION_CREATE_GREAT_WORK";
Description="TXT_KEY_MISSION_CREATE_GREAT_WORK";
Help=[=[This order will have the Great Artist create a Great Work in the city they are currently in. It consumes the Great Person.]=];
DisabledHelp="TXT_KEY_MISSION_CREATE_GREAT_WORK_DISABLED_HELP";
OrderPriority=202;
Visible=true;
Time=20;
IconAtlas="UNIT_ACTION_ATLAS_GREATWORK";};

MISSION_CHANGE_TRADE_UNIT_HOME_CITY={
Type="MISSION_CHANGE_TRADE_UNIT_HOME_CITY";
Description=[=[Change Origin City]=];
Help=[=[Change this Unit's origin city to a different city.]=];
DisabledHelp="TXT_KEY_MISSION_CHANGE_TRADE_UNIT_HOME_CITY_DISABLED_HELP";
OrderPriority=198;
Visible=true;
Time=30;
IconIndex=61;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SELL_EXOTIC_GOODS={
Type="MISSION_SELL_EXOTIC_GOODS";
Description="TXT_KEY_MISSION_SELL_EXOTIC_GOODS";
Help="TXT_KEY_MISSION_SELL_EXOTIC_GOODS_HELP";
DisabledHelp="TXT_KEY_MISSION_SELL_EXOTIC_GOODS_DISABLED_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=16;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_GIVE_POLICIES={
Type="MISSION_GIVE_POLICIES";
Description="TXT_KEY_MISSION_GIVE_POLICIES";
Help="TXT_KEY_MISSION_GIVE_POLICIES_HELP";
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconAtlas="UNIT_ACTION_WRITE_TREATISE";};

MISSION_CHANGE_ADMIRAL_PORT={
Type="MISSION_CHANGE_ADMIRAL_PORT";
Description="TXT_KEY_MISSION_CHANGE_ADMIRAL_PORT";
Help="TXT_KEY_MISSION_CHANGE_ADMIRAL_PORT_HELP";
OrderPriority=198;
Visible=true;
Time=30;
IconAtlas="UNIT_ACTION_CHANGE_HOME_CITY";};

MISSION_LAUNCH_ORBITAL_UNIT={
Type="MISSION_LAUNCH_ORBITAL_UNIT";
Description="TXT_KEY_MISSION_LAUNCH_ORBITAL_UNIT";
Help="TXT_KEY_MISSION_LAUNCH_ORBITAL_UNIT_HELP";
OrderPriority=198;
Visible=true;
Time=30;
IconIndex=17;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_MANUAL_DEORBIT={
Type="MISSION_MANUAL_DEORBIT";
Description=[=[De-orbit]=];
Help=[=[Make this Unit fall from orbit, returning to the planet surface.]=];
OrderPriority=198;
Visible=true;
Time=30;
IconIndex=58;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_FOUND_EARTHLING_SETTLEMENT={
Type="MISSION_FOUND_EARTHLING_SETTLEMENT";
Description=[=[Settle Earthlings]=];
Help=[=[Establish a new Earthling Settlement or join an existing Settlement at this location.

Unit will be consumed.]=];
DisabledHelp=[=[Earthling Settlement must be founded on land or Coast tiles. They cannot be founded within 3 Tiles of another City, Outpost, or Earthling Settlement, or along the edge of a map.]=];
OrderPriority=198;
Visible=true;
IconIndex=49;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SUPPORT_HEAL={
Type="MISSION_SUPPORT_HEAL";
Description=[=[Field Aid]=];
Help=[=[Heal up to 10 damage on a target unit.

Usable on friendly units within range and line of sight.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
IconIndex=16;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_SUPPORT_ATTACK_MOD={
Type="MISSION_SUPPORT_ATTACK_MOD";
Description=[=[Combat Assist]=];
Help=[=[Increase a target unit's attack strength by {1_Num}% for the remainder of the turn.

Usable on friendly units within range and line of sight.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
IconIndex=6;
IconAtlas="UNIT_ACTION_ATLAS_2";};

MISSION_SUPPORT_DEFENSE_MOD={
Type="MISSION_SUPPORT_DEFENSE_MOD";
Description=[=[Combat Inhibit]=];
Help=[=[Decrease a target unit's defense strength by {1_Num}% for the remainder of the turn.

Usable on enemy units within range and line of sight.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
IconIndex=7;
IconAtlas="UNIT_ACTION_ATLAS_2";};

MISSION_SUPPORT_COUNTER_BATTERY_FIRE={
Type="MISSION_SUPPORT_COUNTER_BATTERY_FIRE";
Description=[=[Counter-Battery Fire]=];
Help=[=[Decrease a target unit's defense strength by {1_Num}% for the remainder of the turn.

Usable on enemy units within range and line of sight.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
IconIndex=12;
IconAtlas="UNIT_ACTION_ATLAS";};

MISSION_ALIEN_LEASH={
Type="MISSION_ALIEN_LEASH";
Description=[=[Leash Alien]=];
Help=[=[Take control of a target adjacent Alien Unit. This unit will suffer moderate damage in the process.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
ObsoleteByMission="MISSION_ALIEN_LEASH_COLOSSAL";
IconIndex=5;
IconAtlas="UNIT_ACTION_ATLAS_2";};

MISSION_ALIEN_LEASH_COLOSSAL={
Type="MISSION_ALIEN_LEASH_COLOSSAL";
Description=[=[Leash Alien]=];
Help=[=[Take control of a target adjacent Alien Unit. This unit will suffer moderate damage in the process.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_EXCAVATE";
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
ObsoleteByMission="MISSION_ALIEN_LEASH_MARVEL";
IconIndex=5;
IconAtlas="UNIT_ACTION_ATLAS_2";};

MISSION_ALIEN_LEASH_MARVEL={
Type="MISSION_ALIEN_LEASH_MARVEL";
Description=[=[Leash Alien]=];
Help=[=[Take control of a target adjacent Alien Unit. This unit will suffer moderate damage in the process.]=];
OrderPriority=199;
Visible=true;
Time=20;
Sound=true;
SupportMission=true;
InterfaceMode="INTERFACEMODE_SUPPORT_ACTION";
IconIndex=5;
IconAtlas="UNIT_ACTION_ATLAS_2";};

}
return data
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