;Stalkers

[esc_smart_terrain_5_7_stalker_2_squad]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_7

[esc_smart_terrain_5_7_stalker_2_squad_2]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_7

[esc_smart_terrain_4_8_stalker_2_squad]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_4_8

[esc_smart_terrain_2_12_stalker_2_squad_1]
faction = stalker
npc = esc_wolf, sim_default_stalker_1, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
target_smart = esc_smart_terrain_2_12 

[esc_smart_terrain_2_12_stalker_2_squad_2]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_2_12

[esc_smart_terrain_6_8_stalker]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
target_smart = {+esc_take_habar_complete} nil, {+esc_actor_mission_stalker_leader_done} esc_smart_terrain_5_9:esc_smart_terrain_6_8, esc_smart_terrain_6_8
attack_power = 400

[esc_smart_terrain_6_8_stalker_sniper]
faction = stalker
npc = esc_stalker_guard_east_bridge, esc_stalker_guard_west_bridge, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_6_8
on_death = %+esc_stalker_sniper_dead%

[esc_smart_terrain_6_8_stalker_patrol]
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, {+esc_reach_trader_complete -mil_squad_1_5_9_dead} esc_smart_terrain_5_10, esc_smart_terrain_5_10:esc_smart_terrain_6_8:loop
attack_power = 400

[esc_smart_terrain_6_8_stalker_patrol_2]
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
;target_smart = {+esc_take_habar_complete} nil, {+mil_squad_1_5_9_dead} esc_smart_terrain_5_10:esc_smart_terrain_6_8:loop, esc_smart_terrain_5_10
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_10
on_death = %+esc_stalker_patrol_dead%
attack_power = 400

[esc_smart_terrain_7_10_stalker_mission_squad]
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, {+esc_mission_stalker_leader_complete} esc_smart_terrain_7_11, esc_smart_terrain_7_10
attack_power = 400

[esc_smart_terrain_1_11_stalker_squad]
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_1_11

[esc_stalker_squad_5_11]
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+esc_take_habar_complete} nil, {+esc_support_squad_attack} esc_smart_terrain_7_11, esc_smart_terrain_5_11


;Army

[esc_smart_terrain_3_16_military_2_squad_0]
faction = army
npc = sim_default_military_2
target_smart = esc_smart_terrain_3_16

[esc_smart_terrain_3_16_military_2_squad_1]
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
target_smart = esc_smart_terrain_3_16
spawn_point = esc_smart_terrain_4_13_spawn_point

[esc_smart_terrain_3_16_military_2_squad_2]
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
target_smart = esc_smart_terrain_3_16
spawn_point = esc_smart_terrain_4_13_spawn_point

[esc_smart_terrain_3_16_military_2_squad_3]
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
target_smart = esc_smart_terrain_3_16
spawn_point = esc_smart_terrain_2_14_spawn_point

[esc_smart_terrain_3_16_military_2_squad_4]
faction = army
npc = sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_3, sim_default_military_3
target_smart = esc_smart_terrain_3_16
spawn_point = esc_smart_terrain_2_14_spawn_point

[esc_smart_terrain_7_11_military_2_squad]
faction = army
npc = sim_default_military_1, sim_default_military_1, sim_default_military_1, sim_default_military_0, sim_default_military_0
target_smart = esc_smart_terrain_7_11
on_death = %+esc_7_11_mil_1_dead%

[esc_smart_terrain_7_11_military_2_squad_2]
faction = army
npc = esc_military_general, sim_default_military_1, sim_default_military_1, sim_default_military_0, sim_default_military_0
target_smart = esc_smart_terrain_7_11
on_death = %+esc_7_11_mil_2_dead%

[esc_smart_terrain_7_11_military_2_squad_3]
faction = army
npc = sim_default_military_1, sim_default_military_1, sim_default_military_1, sim_default_military_0, sim_default_military_0
target_smart = esc_smart_terrain_7_11
on_death = %+esc_7_11_mil_3_dead%

[esc_smart_terrain_5_2_military_2_squad]
faction = army
npc = sim_default_military_2, sim_default_military_1, sim_default_military_1, sim_default_military_0, sim_default_military_0
target_smart = esc_smart_terrain_5_2

[esc_smart_terrain_5_9_military_2_squad]
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0
target_smart = {=smart_captured_by_faction(esc_smart_terrain_5_10:stalker)} esc_smart_terrain_5_10, esc_smart_terrain_5_9
on_death = %+mil_squad_1_5_9_dead%
attack_power = 400

[esc_smart_terrain_5_9_military_2_squad_2]
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0
target_smart = esc_smart_terrain_5_9
on_death = %+mil_squad_2_5_9_dead%


;Bandits

[esc_smart_terrain_6_6_bandit_squad]
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_0, sim_default_bandit_0
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_6_6 
sympathy = 0
relationship = enemy
on_death = %+esc_trader_bandits_2%

[esc_smart_terrain_4_9_bandit]
faction = bandit
npc = sim_default_bandit_1, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0
target_smart = {+esc_actor_mission_stalker_leader} esc_smart_terrain_4_8, esc_smart_terrain_4_9
sympathy = 0
relationship = enemy

[esc_smart_terrain_9_10_bandit_other_squad]
faction = bandit
npc = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1
target_smart = esc_smart_terrain_9_10
sympathy = 0
relationship = enemy


;Dogs

[esc_dogs_lair_guard_2_14]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = {+esc_wolf_novice_2} esc_smart_terrain_2_14:esc_smart_terrain_4_13:esc_smart_terrain_5_12:loop, esc_smart_terrain_2_14:esc_smart_terrain_4_13:loop

[esc_dogs_lair_guard_5_12]
faction = monster
npc = dog_normal, dog_normal, dog_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_12

[esc_dogs_lair_guard_3_4]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_3_4

[esc_dogs_lair_guard_6_3]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_6_3

[esc_dogs_lair_8_6]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_8_6

[esc_dogs_lair_9_7]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_9_7


;Boars

[esc_boars_lair_guard_3_10]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = esc_smart_terrain_4_10:esc_smart_terrain_4_11:loop

[esc_boars_lair_guard_5_6]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_6

[esc_boars_lair_guard_6_5]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_6_5

[esc_boars_lair_guard_5_4]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = {+esc_take_habar_complete} nil, esc_smart_terrain_5_4

[esc_boars_lair_guard_8_10]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = {+esc_wolf_brother_fail} nil, {+esc_wolf_brother_3} nil, {+esc_wolf_brother_2} esc_smart_terrain_9_10, esc_smart_terrain_8_10