UnitBlueprint {
    Adjacency = 'T2PowerGeneratorAdjacencyBuffs',
    Audio = {
        ActiveLoop = Sound {
            Bank = 'XSB',
            Cue = 'XSB1201_Active',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        DeathExplosion = Sound {
            Bank = 'XSL_Destroy',
            Cue = 'XSB_Destroy_Lrg_PreDestroy',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'XSL_Destroy',
            Cue = 'XSB_Destroy_Huge',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        DoneBeingBuilt = Sound {
            Bank = 'XSB',
            Cue = 'XSB1201_Activate',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Killed = Sound {
            Bank = 'XSL_Destroy',
            Cue = 'XSB_Destroy_Lrg_PreDestroy',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'SeraphimSelect',
            Cue = 'Seraphim_Select_Resource',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    BuildIconSortPriority = 70,
    Categories = {
        'PRODUCTFA',
        'SELECTABLE',
        'BUILTBYCONSTRUCTIONSUB',
        'SERAPHIM',
        'STRUCTURE',
        'ECONOMIC',
        'TECH2',
        'ENERGYPRODUCTION',
        'DRAGBUILD',
        'SIZE8',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'SORTECONOMY',
    },
    CollisionOffsetY = -4.5,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Structure',
        EconomyThreatLevel = 14,
        Health = 1725,
        MaxHealth = 1725,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 0,
    },
    Description = 'Submersible Power Generator',
    Display = {
        Abilities = {
            '<LOC ability_deathaoe>Volatile',
        },
        AnimationPermOpen = '/Mods/TGC/units/usbx201/usbx201_AOpen.sca',
        DamageEffects = {
            {
                Bone = 0,
                OffsetX = 0.5,
                OffsetY = 0.9,
                OffsetZ = 0.5,
            },
            {
                Bone = 0,
                OffsetX = -0.5,
                OffsetY = 0.9,
                OffsetZ = 0.5,
            },
            {
                Bone = 0,
                OffsetX = -0.5,
                OffsetY = 0.9,
                OffsetZ = -0.5,
            },
            {
                Bone = 0,
                OffsetX = 0.5,
                OffsetY = 0.9,
                OffsetZ = -0.5,
            },
            {
                Bone = 0,
                OffsetX = 1,
                OffsetY = 0,
                OffsetZ = 1,
            },
            {
                Bone = 0,
                OffsetX = -1,
                OffsetY = 0,
                OffsetZ = 1,
            },
            {
                Bone = 0,
                OffsetX = -1,
                OffsetY = 0,
                OffsetZ = -1,
            },
            {
                Bone = 0,
                OffsetX = 1,
                OffsetY = 0,
                OffsetZ = -1,
            },
        },
        IdleEffects = {
            Water = {
                Effects = {
                    {
                        Bones = {
                            'Base',
                        },
                        Scale = 1.2,
                        Type = 'SeaIdle02',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 300,
                    LookupName = '/textures/environment/Falloff_seraphim_lookup.dds',
                    ShaderName = 'Seraphim',
                },
            },
        },
        SpawnRandomRotation = true,
        UniformScale = 0.05,
    },
    Economy = {
        AdjacentStructureEnergyMod = -4,
        BuildCostEnergy = 14410,
        BuildCostMass = 1326,
        BuildTime = 2100,
        ProductionPerSecondEnergy = 435,
        RebuildBonusIds = {
            'usbx201',
        },
    },
    Footprint = {
		MinWaterDepth = 4,
        SizeX = 2,
        SizeZ = 2,
    },
    General = {
        Category = 'Economy',
        Classification = 'RULEUC_Resource',
        CommandCaps = {
            RULEUCC_Attack = false,
            RULEUCC_CallTransport = false,
            RULEUCC_Capture = false,
            RULEUCC_Guard = false,
            RULEUCC_Move = false,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = false,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = false,
            RULEUCC_Stop = false,
            RULEUCC_Transport = false,
        },
        FactionName = 'Seraphim',
        Icon = 'sea',
        SelectionPriority = 5,
        TechLevel = 'RULEUTL_Advanced',
        UnitName = 'Uya-sou',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 20,
        WaterVisionRadius = 15,
    },
    Interface = {
        HelpText = 'UNDARWATERS',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.9,
    LifeBarSize = 3,
    Physics = {
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = false,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = true,
            LAYER_Water = false,
        },
        DragCoefficient = 0.2,
        FlattenSkirt = true,
        MaxSteerForce = 0,
        MeshExtentsX = 2,
        MeshExtentsY = 2,
        MeshExtentsZ = 2,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_None',
        SkirtOffsetX = -1,
        SkirtOffsetZ = -1,
        SkirtSizeX = 4,
        SkirtSizeZ = 4,
        TurnRate = 0,
    },
    SelectionSizeX = 1.65,
    SelectionSizeZ = 1.65,
    SelectionThickness = 0.41,
    SizeX = 2,
    SizeY = 2,
    SizeZ = 2,
    StrategicIconName = 'icon_structure2_energy',
    StrategicIconSortPriority = 245,
    Weapon = {
        {
            Damage = 500,
            DamageFriendly = true,
            DamageRadius = 5,
            DamageType = 'Normal',
            DisplayName = 'Death Weapon',
            DummyWeapon = true,
            Label = 'DeathWeapon',
            WeaponCategory = 'Death',
        },
    },
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = false,
            Seabed = false,
            Sub = true,
            Water = false,
        },
    },
}
