diff --git a/gamedir/Data-1.13/Ja2Set.dat.xml b/gamedir/Data-1.13/Ja2Set.dat.xml
index d52db1210..6d85a47be 100644
--- a/gamedir/Data-1.13/Ja2Set.dat.xml
+++ b/gamedir/Data-1.13/Ja2Set.dat.xml
@@ -2217,6 +2217,8 @@
i_floor.sti
h-roof.sti
slant_12.sti
+ helcop.sti
+ helcop_s.sti
street2.sti
a-debri1.sti
burnmark.sti
diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI
index 2bb300f30..041ab1d75 100644
--- a/gamedir/Data-1.13/Ja2_Options.INI
+++ b/gamedir/Data-1.13/Ja2_Options.INI
@@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
; Valid values = TRUE or FALSE, Default = FALSE
;------------------------------------------------------------------------------------------------------------------------------
-USE_XML_TILESETS = FALSE
+USE_XML_TILESETS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the number of PItem graphics files used by the game
@@ -3499,6 +3499,172 @@ ENEMY_INVESTIGATE_SECTOR = FALSE
REASSIGN_PENDING_REINFORCEMENTS = FALSE
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Additional Enemy AI Settings]
+
+;******************************************************************************************************************************
+; These settings change the behavior of the queen's additional AI on the Strategy Map.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Arulco Special Division
+;
+; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
+; This should control if, how and when these new features are used by the AI.
+;
+; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
+; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
+; For example, part of the AI budget might come from mine income, which the player can take away.
+;
+; If possible, the AI should have to buy and maintain its assets.
+; This way the player could harm the AI by specifically targetting those assets if he chooses so.
+; Ideally this gives the player another immersive way to do sth. in the game.
+; For example, enemy helicopters have to be bought, fuelled and repaired.
+; In order to stop enemy heli raids, the player could
+; - shoot them down
+; - steal enemy fuel deliveries
+; - sabotage enemy helis in their airfield
+;
+; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
+; These assets then have to be ordered and can only be used once arrived.
+; The AI also decides how to use these assets.
+;
+; This feature is not recommended for new players.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; TRUE: Arulco Special Division is active
+ASD_ACTIVE = FALSE
+
+; The sector resources arrive in - if the AI no longer controls this, it cannot replenish its resources.
+; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
+; Valid from 0 to 255
+ASD_SUPPLY_ARRIVAL_SECTOR = 210
+
+;------------------------------------------------------------------------------------------------------------------------------
+; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
+; These are the base costs in $ for AI resources.
+; It is planned that at some point, the player and the AI will be able to influence these.
+;------------------------------------------------------------------------------------------------------------------------------
+; one unit of fuel, valid from 1 to 100
+ASD_COST_FUEL = 10
+
+; a helicopter, valid from 10000 to 1000000
+ASD_COST_HELI = 100000
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Once bought, it takes time for resources to get to the country.
+; These are the base times in minutes for the goods to arrive.
+; It is planned that at some point, the player and the AI will be able to influence these.
+;------------------------------------------------------------------------------------------------------------------------------
+; one unit of fuel, valid from 1 to 60 * 48
+ASD_TIME_FUEL = 480
+
+; a helicopter, valid from 1 to 60 * 48
+ASD_TIME_HELI = 1200
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Enemy Helicopter Settings]
+
+;******************************************************************************************************************************
+; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), it can purchase some for itself.
+; Just like the player, it can then fly a small squad around on the map and deploy them.
+; Helicopters have to be fuelled and repaired, which consumes AI resources.
+;
+; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
+; done manually.
+; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
+; (downed pilots are counted as officers with regards to Prisoner Interrogation).
+;
+; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
+; are parking in their home base.
+;
+; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
+; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
+;
+; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
+;------------------------------------------------------------------------------------------------------------------------------
+; TRUE: Arulco Special Division can use helicopters
+ENEMYHELI_ACTIVE = TRUE
+
+; heli hitpoints, valid from 1 to 500
+ENEMYHELI_HP = 100
+
+; time to repair 1 HP at the home base in minutes, valid from 1 to 20
+ENEMYHELI_HP_REPAIRTIME = 6
+
+; cost to repair 1 HP at the home base in &, valid from 10 to 1000
+ENEMYHELI_HP_COST = 200
+
+; heli maximum fuel, valid from 25 to 200
+ENEMYHELI_FUEL = 50
+
+; time to repair 1 HP at the home base in minutes, valid from 1 to 10
+ENEMYHELI_FUEL_REFUELTIME = 3
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Settings related to SAMs
+; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
+;
+; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
+; There are two kinds of anti-air-defense:
+; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
+; They require control of the sector. They can be rendered inactive by damaging their control computer.
+; Damaged SAM sites can be repaired by the player in the strategic map.
+; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
+; CTH depends on quality of the staff and range to the target.
+; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
+; They can only be used on targets in the same or adjacent sectors.
+; CTH depends on weapon status, range and the user's cth with launchers.
+; The launchers have to be armed in the inventory, it is not required to have them in the hands.
+;
+; For balance reasons (there should to be an incentive to use MANPADS over SAMs), derault MANPADS damage is a lot higher than
+; SAM damage.
+;------------------------------------------------------------------------------------------------------------------------------
+; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
+; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
+; Valid from 0 to 10.
+ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
+
+; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
+ENEMYHELI_SAM_DAMAGE_BASE = 25
+
+; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
+ENEMYHELI_SAM_DAMAGE_VAR = 30
+
+; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
+ENEMYHELI_MANPADS_DAMAGE_BASE = 40
+
+; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
+ENEMYHELI_MANPADS_DAMAGE_VAR = 80
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Settings related to placement of helicopters in maps
+;------------------------------------------------------------------------------------------------------------------------------
+; The base of the helicopters where they are refueled, repaired and based during missions
+; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
+; Valid from 0 to 255
+ENEMYHELI_BASE = 210
+
+; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base.
+; They can then be destroyed (for example by an infiltrating spy with C4).
+; Up to two helicopter positions can be given
+
+; Tiles in tactical where the helis should be parked. Use -1 to never show a heli
+ENEMYHELI_BASE_PARKPOSITION_1 = 18475
+ENEMYHELI_BASE_PARKPOSITION_2 = 18469
+
+; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out
+ENEMYHELI_BASE_PARK_TILEINDEX = 1689
+
+
;******************************************************************************************************************************
;******************************************************************************************************************************
diff --git a/gamedir/Data-1.13/TableData/Backgrounds.xml b/gamedir/Data-1.13/TableData/Backgrounds.xml
index da9265000..9250fc81b 100644
--- a/gamedir/Data-1.13/TableData/Backgrounds.xml
+++ b/gamedir/Data-1.13/TableData/Backgrounds.xml
@@ -70,6 +70,7 @@
0
0
0
+ 0
0
@@ -2149,6 +2150,7 @@
10
3
3
+ 25
1
1
@@ -4673,6 +4675,7 @@
10
10
3
+ 75
1
1
1
@@ -5204,6 +5207,7 @@
10
10
3
+ 25
265
diff --git a/gamedir/Data-1.13/TableData/CivGroupNames.xml b/gamedir/Data-1.13/TableData/CivGroupNames.xml
index 1e800383c..8e6cd8830 100644
--- a/gamedir/Data-1.13/TableData/CivGroupNames.xml
+++ b/gamedir/Data-1.13/TableData/CivGroupNames.xml
@@ -200,10 +200,11 @@
26
- 0
- Empty Slot26
+ 1
+ Downed Pilot
0
0
+ 1
27
diff --git a/gamedir/Data-1.13/TableData/Items/Explosives.xml b/gamedir/Data-1.13/TableData/Items/Explosives.xml
index 7192d04bf..f0dae51d5 100644
--- a/gamedir/Data-1.13/TableData/Items/Explosives.xml
+++ b/gamedir/Data-1.13/TableData/Items/Explosives.xml
@@ -2021,4 +2021,24 @@
359
5
+
+ 101
+ 0
+ 25
+ 10
+ 4
+ 25
+ 1
+ 1
+ 0
+ 0
+ 1
+ 0
+ 20
+ 0
+ 10
+ 80
+ 359
+ 5
+
\ No newline at end of file
diff --git a/gamedir/Data-1.13/TableData/Items/Items.xml b/gamedir/Data-1.13/TableData/Items/Items.xml
index fe476cb55..b6244dcfb 100644
--- a/gamedir/Data-1.13/TableData/Items/Items.xml
+++ b/gamedir/Data-1.13/TableData/Items/Items.xml
@@ -51666,4 +51666,75 @@
+ -
+ 1736
+ Strela-2
+ Strela-2
+ This man-portable surface-to-air missile has seen widespread use in nearly every regional conflict since 1968.
+ 9k32 Strela-2
+ Another famous russian export, this MANPADS is comparable to its western counterparts but a lot cheaper. Get yours now!
+ 16
+ 1
+ 1736
+ 3
+ 68
+ 52
+ 7
+ 8000
+ 8
+ -3
+ 1
+ 1
+ 1
+ 1
+ 1
+ 1
+ 1
+ 1
+ 2
+ 1
+ 8
+ 1
+ 100.0
+ 10
+ 20.0
+ 2
+
+
+
+
+ -
+ 1737
+ Strela-2 Missile
+ Strela-2 Missile
+ A surface-to-air missile. Considering the price-tag, use against ground targets would be a waste.
+ Strela-2 Missile
+ A missile for the russian Strela-2. Best used against aircraft. And the sun, apparently.
+ 256
+ 2048
+ 2048
+ 1
+ 101
+ 1
+ 150
+ 98
+ 32
+ 1
+ 2500
+ 8
+ -6
+ 1
+ 1
+ 1
+ 1
+ 1
+ 1
+ 2
+ 1
+ 1
+ 100.0
+
+
+
+
\ No newline at end of file
diff --git a/gamedir/Data-1.13/TableData/Items/Launchables.xml b/gamedir/Data-1.13/TableData/Items/Launchables.xml
index 730f91576..a80e2bfb5 100644
--- a/gamedir/Data-1.13/TableData/Items/Launchables.xml
+++ b/gamedir/Data-1.13/TableData/Items/Launchables.xml
@@ -628,4 +628,8 @@
1700
901
+
+ 1737
+ 1736
+
\ No newline at end of file
diff --git a/gamedir/Data-1.13/TableData/Items/Weapons.xml b/gamedir/Data-1.13/TableData/Items/Weapons.xml
index d7947eb71..11e7fe311 100644
--- a/gamedir/Data-1.13/TableData/Items/Weapons.xml
+++ b/gamedir/Data-1.13/TableData/Items/Weapons.xml
@@ -13205,4 +13205,31 @@
500
7
+
+ 1736
+ Strela-2
+ 3
+ 3.00
+ 30
+ 30
+ 70
+ 2
+ 1
+ 3700
+ 200
+ 100
+ 80
+ 10
+ 432
+ 111
+ 157
+ 20
+ 48
+ 10
+ 476
+ 1
+ 30000
+ 10000
+ 1600
+
\ No newline at end of file
diff --git a/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_1024.STI b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_1024.STI
new file mode 100644
index 000000000..c5983e82a
Binary files /dev/null and b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_1024.STI differ
diff --git a/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_640.STI b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_640.STI
new file mode 100644
index 000000000..6a4815ea6
Binary files /dev/null and b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_640.STI differ
diff --git a/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_800.STI b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_800.STI
new file mode 100644
index 000000000..b6eb2d4d3
Binary files /dev/null and b/gamedir/Data/Interface/Helicopter_Map_Icon_Enemy_800.STI differ
diff --git a/gamedir/Data/NPCData/civ62.edt b/gamedir/Data/NPCData/civ62.edt
index 65521df06..5bf3d3e2e 100644
Binary files a/gamedir/Data/NPCData/civ62.edt and b/gamedir/Data/NPCData/civ62.edt differ
diff --git a/gamedir/Data/NPCData/civ63.edt b/gamedir/Data/NPCData/civ63.edt
index 65521df06..5bf3d3e2e 100644
Binary files a/gamedir/Data/NPCData/civ63.edt and b/gamedir/Data/NPCData/civ63.edt differ