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; OFFENSIVE SCRIPT (Handle AI Planning)
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;
; USAGE:
;
; Basic structure of an AI planning event:
; { 
; #NAME= Event name (this will be shown as a selectable event under an OPTIONS screen within the game)
; #POPUP= Event popup text (this will be displayed when the event occurs)
; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0)
; #TYPE= Values range [0, 3];
;        With all other fields satisfied will this be:
;        0 = Single check regardless if #TRIGGER is satisfied
;        1 = Multiple check until #TRIGGER is satisfied
;        2 = Reoccuring check until end of game
;                       OR
;        Once the #DATE field is satisfied:
;        3 = Event fires once if all other fields are satisfied, else it will not fire.  Either way, event will be removed never to be looked at again
; #LEVEL= What minimum skill level, as selected from the AI difficulty level screen in game, with this event apply to?
;         Values: [0, 4]; Green= 0; Novice= 1; Intermediate= 2; Veteran= 3; Expert= 4
; #GV= Does the event activate based on the Global Variable values assigned?
;      Ten random Global Variables are assigned at the start of the campaign each with a value between [1,100]
;      Format: GV [min, max]; GV range [1,10]; min range [1,100]; max range [1,100]
;      Example A) #GV= 1[1,100] will always trigger because Global Variable #1 will always have a value between [1,100]
;      Example B) #GV= 4[71,100] will trigger 30% per game
; #LINK= Does the event activate based on the Link values assigned?
;        A campaign can have up to 1100 Decision events and is referenced by other events via this parameter
;        Format: decision[flag]; flag range [0, 1]; True= 1; False= 0
;        Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100
;        Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
;        Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted
; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100])
; #COUNTRY_ID= Country ID associated with this event
; #SIZE= How many units should be assigned to this plan?
;        Format: min_size, max_size
; #BUILD_LENGTH= How many game turns (Union or Confederates) do you want the build up period of the plan to last?
; #LENGTH= How many game turns (Union or Confederates) should pass before the plan (post #BUILD_LENGTH period) is cancelled?
; #RANGE= How many hexes should we search for units to fulfill this plan?
;         Range checks from both the first listed #FRIENDLY_POSITION and then the #GOAL_POSITION if needed.
; #GOAL_POSITION= What is the map position that is the objective of this plan?
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #STEAL= Set priority by stealing units from other plans
;         Values: [0, 3]; False= 0; Steal_Offensive= 1; Steal_Defensive= 2; Steal_Offensive_Or_Defensive= 3)
; #FRIENDLY_POSITION= Positions that must be under friendly control in order for event to occur
; #VARIABLE_CONDITION= Under what variable conditions will this event occur
;                      Format: country_id [political_alignment] [min_activation%] [surrendered_flag]
; #TACTICAL_CONDITION= Tactical map position (resource) that currently MUST NOT be threatened for event to
;                      occur, i.e. plan owner should have tactical advantage over this position
;                      Format: x,y [tactical_flag]
; #ACTIVATE_POSITION= Condition positions that will serve to ACTIVATE the event.
;                     Looks at distance as well as a selected number of Union/Confederates units as specified by 'alignment' flag
;                     Format: x,y [min_range, max_range] [min_units, max_units] [alignment]
; #CANCEL_POSITION= Condition positions that will serve to CANCEL the event.
;                   Looks at distance as well as a selected number of Union/Confederates units as specified by 'alignment' flag
;                   Format: x,y [min_range, max_range] [min_units, max_units] [alignment]
; }
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; Plan identity is determined by #COUNTRY_ID, and #GOAL_POSITION.  A country can only have a
; single plan based on this criteria and will be assigned the first valid plan regardless of duplicate
; script entries (even if the remaining control '#' values are different).  
; Note:  This will also allow you to set up a variety of plans with the same identity but different 
; control '#' parameters where the first 'event' satisfied will be the fist plan assigned (for added variability).
;
; BUILD_UP_OFFENSIVE - Once this plan is successfully converted to an OFFENSIVE plan the game engine will automatically
; declare war if the #GOAL_POSITION still refers to a currently inactive country.
; Note:  This plan may also be cancelled (prematurely) and reassessed if the #GOAL_POSITION refers to a recently activated
;        country (i.e. through diplomacy, events, opponent's declaration of war etc.)
; Note:  BUILD_UP_OFFENSIVE plans will only be assigned to fully activated countries.
;
; Internally the game engine automatically assigns OFFENSIVE and DEFENSIVE plans depending on the current tactical
; situation.  In this case the plan keeps track of several tactical ratios.  A CANCEL_RATIO is assigned that is
; 1/2 of the plan's START_RATIO.  If the CANCEL_RATIO is ever met then the plan is cancelled and reassessed.

; For example, a CANCEL_RATIO= 1 and a #PLAN_ID= OFFENSIVE would mean that the plan would be cancelled
; if we ever reached a tactical situation of 1-to-1.  Meaning tactically the current offensive presence must
; remain greater than the current defensive presence of your opponent.  For DEFENSIVE plans a lower CANCEL_RATIO
; value such as CANCEL_RATIO= .5 would mean that the plan's defensive presence is now 2-to-1 in comparison to the 
; presence of enemy offensive units.  Subsequently this plan would now be cancelled in favor of a new OFFENSIVE 
; plan (automatically handled by the game engine).  See CURRENT_RATIO formulas below for more details.
;
; The CURRENT_RATIO formulas:
; OFFENSIVE -> current ratio := tactical defense / tactical attack (threat)
;
; DEFENSIVE -> current ratio := tactical attack (threat) / tactical_defense
;
; Mapwise, the tactical situation is assessed for each unit and resource based on each offensive/defensive unit
; within a 5 tile range (8 tiles for naval units) and by the tactical attack/tactical defense values divided by
; their distance.  Note, air units are assessed if they are within general strike range of a unit or resource.
; For AI units the planning and tactical assessments can be determined by selecting an AI unit and then pressing
; the tilde ('~') key.  General AI info can be also accessed at any time by pressing the tilde key when nothing
; else is selected on the map.
;
; Format for General Plan Information:
;      - Country -
;      [PLAN_ID] GOAL_POSITION:  INITIAL_SIZE  SIZE(CORE UNITS)  TOTAL_SIZE  START_RATIO  CANCEL_RATIO  CURRENT_RATIO  LENGTH  TURNS_PASSED
;
; Note:  This can also be viewed during FoW so don't check unless you really want to know what the AI is up to!
;
; #SIZE - This value must be satisfied or the event will not occur.  For example, if the game engine cannot find enough
; enough units to satisfy the #SIZE requirement the event will not be added to the active plan list.
; Note:  #SIZE values refer to the number of units assigned to a plan except for non-core units including:
;              HQ, Anti-Air, Artillery, Rail Gun, Coastal Gun, Rockets, Armoured Train, Anti-Tank, Airships, Fighters, 
;              Tactical Bombers, Medium Bombers, Strategic Bombers, Maritime Bombers, Kamikazes
;        These non-core units are added to the plan (closest available unit without a plan) after all other land units.
;        Therefore, a plan set to #SIZE= 5 would infact end up being a plan with a size equal to 6 after the game engine 
;        includes an HQ and so on.  Essentially, in order to have the plan satisfy the #SIZE requirement keep in mind the 
;        original count does not include available HQ, Rockets, Air Fleet and Bombers as these are added in after the
;        #SIZE value is satisfied.
;
; #BUILD_LENGTH= - How long do you want the build up period of the plan to last?
;
; #LENGTH - How long do you want the plan (post #BUILD_LENGTH period) to last?
;
; #GOAL_POSITION - This must be either a Town, City, Capital or Fortress etc.
;
; #STEAL - Do we steal units available from other plans?
; Note:  This flag will only allow you to steal units from existing OFFENSIVE or DEFENSIVE plans.  
;        See STEAL ID REFERENCE VALUES for more details.
;
; #FRIENDLY_POSITION - First position must refer to a land tile, subsequent positions can refer to either land or coastal tiles.
; Note:  More than one #FRIENDLY_POSITION can be set.  #FRIENDLY_POSITION refers to the current side associated with this 
;        plan.  Each #FRIENDLY_POSITION will be read using AND logic.
;
;        For all AI scripts that use the #FRIENDLY_POSITION field, the AI picks available units closest to and connected to
;        the first #FRIENDLY_POSITION, within #RANGE, and then sends them to the nearest available position for the script; 
;        e.g., a city for a GUARD script, a port for a TRANSPORT script, etc.  All AI scripts require that the first 
;        #FRIENDLY_POSITION be a land tile, with the exception of Fleet scripts.
;
; More than one #VARIABLE_CONDITION can be set.  Under #VARIABLE_CONDITION you can also list countries
; that have not yet fully entered the war.  For example by listing an activation % less than 100% you
; are providing a check where the #VARIABLE_CONDITION country must meet a minimum activation % (but is
; not yet at 100%) in order for the event to occur.  To check for a fully activated country simply
; list the activation % at 100%.  Each #VARIABLE_CONDITION line will be read using AND logic.
;
; More than one #TACTICAL_CONDITION can be set.  #TACTICAL_CONDITION refers to the current side, i.e.
; country associated with this plan having tactical superiority over the specified map position.
; Tactical superiority can be fine tuned via the TACTICAL_ID flag.  Each #TACTICAL_CONDITION line will
; be read using AND logic.
; Note:  TACTICAL_ID= SEA implies that the port or city in question has an adjacent enemy unit in order for it
;        to be threatened.  For example a land locked city can never be threated by SEA so this can be used as a
;        dummy position.
;
; More than one #ACTIVATE_POSITION can be set.  Distance or range checks will be based on the
; specified x,y position.  For example if the x,y position is a coastal tile then range checks will
; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only.
; Each #ACTIVATE_POSITION line will be read using OR logic.
; Note: Once a plan has been properly activated then all references to #ACTIAVATE_POSITION are removed
;       from the plan as these conditions have been satisfied.  Use #CANCEL_POSITION to set the CANCEL conditions
;       based on unit positions for the event.
;
; More than one #CANCEL_POSITION can be set.  Distance or range checks will be based on the
; specified x,y position.  For example if the x,y position is a coastal tile then range checks will
; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only.
; Each #CANCEL_POSITION line will be read using OR logic.
;
; Use the reference values provided for #COUNTRY_ID and not the country names
; Use the reference values provided for #LEVEL and not the level names
; Use the reference values provided for TACTICAL_ID and not tactical names
; Use the reference values provided for POLITICAL ALIGNMENT and not names
; Use the reference values provided for SURRENDER flags and not names
;
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; COUNTRY ID REFERENCE VALUES
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;
; Country IDs
; Country IDs
; #COUNTRY_ID_1= Alabama
; #COUNTRY_ID_2= Alaska
; #COUNTRY_ID_3= Arizona
; #COUNTRY_ID_4= Arkansas
; #COUNTRY_ID_5= California
; #COUNTRY_ID_6= Colorado
; #COUNTRY_ID_7= Connecticut
; #COUNTRY_ID_8= Delaware
; #COUNTRY_ID_9= Florida
; #COUNTRY_ID_10= Georgia
; #COUNTRY_ID_11= Hawaii
; #COUNTRY_ID_12= Idaho
; #COUNTRY_ID_13= Illinois
; #COUNTRY_ID_14= Indiana
; #COUNTRY_ID_15= Iowa
; #COUNTRY_ID_16= Kansas
; #COUNTRY_ID_17= Kentucky
; #COUNTRY_ID_18= Louisiana
; #COUNTRY_ID_19= Maine
; #COUNTRY_ID_20= Maryland
; #COUNTRY_ID_21= Massachusetts
; #COUNTRY_ID_22= Michigan
; #COUNTRY_ID_23= Minnesota
; #COUNTRY_ID_24= Mississippi
; #COUNTRY_ID_25= Missouri
; #COUNTRY_ID_26= Montana
; #COUNTRY_ID_27= Nebraska
; #COUNTRY_ID_28= Nevada
; #COUNTRY_ID_29= New Hampshire
; #COUNTRY_ID_30= New Jersey
; #COUNTRY_ID_31= New Mexico
; #COUNTRY_ID_32= New York
; #COUNTRY_ID_33= North Carolina
; #COUNTRY_ID_34= North Dakota
; #COUNTRY_ID_35= Ohio
; #COUNTRY_ID_36= Oklahoma
; #COUNTRY_ID_37= Oregon
; #COUNTRY_ID_38= Pennsylvania
; #COUNTRY_ID_39= Rhode Island
; #COUNTRY_ID_40= South Carolina
; #COUNTRY_ID_41= South Dakota
; #COUNTRY_ID_42= Tennessee
; #COUNTRY_ID_43= Texas
; #COUNTRY_ID_44= Utah
; #COUNTRY_ID_45= Vermont
; #COUNTRY_ID_46= Virginia
; #COUNTRY_ID_47= Washington
; #COUNTRY_ID_48= West Virginia
; #COUNTRY_ID_49= Wisconsin
; #COUNTRY_ID_50= Wyoming
; #COUNTRY_ID_51= Apache
; #COUNTRY_ID_52= Argentina
; #COUNTRY_ID_53= Austria
; #COUNTRY_ID_54= Bolivia
; #COUNTRY_ID_55= Brazil
; #COUNTRY_ID_56= Canada
; #COUNTRY_ID_57= Cherokee
; #COUNTRY_ID_58= Chickasaw
; #COUNTRY_ID_59= Chile
; #COUNTRY_ID_60= China
; #COUNTRY_ID_61= Choctaw
; #COUNTRY_ID_62= Colombia
; #COUNTRY_ID_63= Commanche
; #COUNTRY_ID_64= Confederacy
; #COUNTRY_ID_65= Costa Rica
; #COUNTRY_ID_66= Creek
; #COUNTRY_ID_67= Cuba
; #COUNTRY_ID_68= Denmark
; #COUNTRY_ID_69= Deseret
; #COUNTRY_ID_70= Dominican Republic
; #COUNTRY_ID_71= Ecuador
; #COUNTRY_ID_72= El Salvador
; #COUNTRY_ID_73= France
; #COUNTRY_ID_74= Germany
; #COUNTRY_ID_75= Guatemala
; #COUNTRY_ID_76= Haiti
; #COUNTRY_ID_77= Honduras
; #COUNTRY_ID_78= Italy
; #COUNTRY_ID_79= Japan
; #COUNTRY_ID_80= Japanese Shogunate
; #COUNTRY_ID_81= Liberia
; #COUNTRY_ID_82= Mexican Empire
; #COUNTRY_ID_83= Mexico
; #COUNTRY_ID_84= Navajo
; #COUNTRY_ID_85= Netherlands
; #COUNTRY_ID_86= Nicaragua
; #COUNTRY_ID_87= Osage
; #COUNTRY_ID_88= Ottomans
; #COUNTRY_ID_89= Panama
; #COUNTRY_ID_90= Paraguay
; #COUNTRY_ID_91= Peru
; #COUNTRY_ID_92= Philippines
; #COUNTRY_ID_93= Portugal
; #COUNTRY_ID_94= Prussia
; #COUNTRY_ID_95= Pueblo
; #COUNTRY_ID_96= Puerto Rico
; #COUNTRY_ID_97= Rio Grande
; #COUNTRY_ID_98= Russia
; #COUNTRY_ID_99= Seminole
; #COUNTRY_ID_100= Spain
; #COUNTRY_ID_101= Sweden
; #COUNTRY_ID_102= UK
; #COUNTRY_ID_103= Union
; #COUNTRY_ID_104= Uruguay
; #COUNTRY_ID_105= USCA
; #COUNTRY_ID_106= Venezuela
; #COUNTRY_ID_107= Yucatan
; #COUNTRY_ID_108= 
; #COUNTRY_ID_109= 
; #COUNTRY_ID_110= 
; #COUNTRY_ID_111= Blockade Runners
; #COUNTRY_ID_112= Blockade Runners
; #COUNTRY_ID_113= Blockade Runners
; #COUNTRY_ID_114= Blockade Runners
; #COUNTRY_ID_115= Blockade Runners
; #COUNTRY_ID_116= Blockade Runners
; #COUNTRY_ID_117= Blockade Runners
; #COUNTRY_ID_118= Blockade Runners
; #COUNTRY_ID_119= Red
; #COUNTRY_ID_120= Black
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; STEAL ID REFERENCE VALUES
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;
; FALSE= 0
; STEAL_OFFENSIVE= 1
; STEAL_DEFENSIVE= 2
; STEAL_OFFENSIVE_OR_DEFENSIVE= 3
;
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; TACTICAL ID REFERENCE VALUES
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;
; ANY= 0
; LAND= 1
; AIR= 2
; NAVAL= 3
;
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; POLITICAL ALIGNMENT REFERENCE VALUES
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;
; NEUTRAL= 0
; AXIS= 1
; ALLIED= 2
;
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; SURRENDERED FLAG REFERENCE VALUES
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;
; NOT_SURRENDERED= 0
; SURRENDERED= 1
;
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{
#NAME= Confederacy: Alexandria 4/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,8
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 10
; Alexandria
#GOAL_POSITION= 156,63
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Richmond
#FRIENDLY_POSITION= 155,70
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Richmond not tactically threatened
#TACTICAL_CONDITION= 155,70 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Fort Monroe 4/61
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 10
; Fort Monroe
#GOAL_POSITION= 162,72
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Richmond
#FRIENDLY_POSITION= 155,70
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Richmond not tactically threatened
#TACTICAL_CONDITION= 155,70 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
; This script: if Union unit in Fort Monroe, cancels immediately and forever (this is just for that 'early snipe' move)
#CANCEL_POSITION= 162,72 [0,0] [1,1] [1]
}

{
#NAME= Confederacy: Harpers Ferry 5/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,2
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 10
; Harpers Ferry
#GOAL_POSITION= 151,59
#DATE= 1861/05/15
#STEAL= 1
; Set friendly positions:
; 1st Line - Richmond
#FRIENDLY_POSITION= 144,68
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Richmond not tactically threatened
#TACTICAL_CONDITION= 155,70 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Louisville (Build Up) KY >30%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,5
#BUILD_LENGTH= 100
#LENGTH= 1
#RANGE= 50
; Louisville
#GOAL_POSITION= 114,73
#DATE= 1861/04/12
#STEAL= 1
; Set friendly positions:
; 1st Line - Nashville
#FRIENDLY_POSITION= 109,86
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [30] [0]
; Set tactical conditions:
; 1st Line - Nashville not tactically threatened
#TACTICAL_CONDITION= 109,86 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Paducah (Build Up) KY >30%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,3
#BUILD_LENGTH= 100
#LENGTH= 1
#RANGE= 50
; Louisville
#GOAL_POSITION= 100,82
#DATE= 1861/04/12
#STEAL= 1
; Set friendly positions:
; 1st Line - Memphis
#FRIENDLY_POSITION= 95,93
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [30] [0]
; Set tactical conditions:
; 1st Line - Memphis not tactically threatened
#TACTICAL_CONDITION= 95,93 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Louisville (Invade KY) KY >55%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 4[1,65]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,5
#BUILD_LENGTH= 2
#LENGTH= 1
#RANGE= 50
; Louisville
#GOAL_POSITION= 114,73
#DATE= 1861/07/01
#STEAL= 1
; Set friendly positions:
; 1st Line - Nashville
#FRIENDLY_POSITION= 109,86
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [55] [0]
; Set tactical conditions:
; 1st Line - Nashville not tactically threatened
#TACTICAL_CONDITION= 109,86 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Paducah (Invade KY) KY >55%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 4[1,65]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,4
#BUILD_LENGTH= 2
#LENGTH= 1
#RANGE= 50
; Paducah
#GOAL_POSITION= 100,82
#DATE= 1861/07/01
#STEAL= 1
; Set friendly positions:
; 1st Line - Memphis
#FRIENDLY_POSITION= 95,93
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [55] [0]
; Set tactical conditions:
; 1st Line - Nashville not tactically threatened
#TACTICAL_CONDITION= 109,86 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Jefferson City 7/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,5
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 45
; Jefferson City
#GOAL_POSITION= 83,72
#DATE= 1861/07/01
#STEAL= 1
; Set friendly positions:
; 1st Line - Little Rock
#FRIENDLY_POSITION= 82,97
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Little Rock not tactically threatened
#TACTICAL_CONDITION= 82,97 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederacy: Santa Fe 7/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 30
; Santa Fe
#GOAL_POSITION= 16,89
#DATE= 1861/07/01
#STEAL= 1
; Set friendly positions:
; 1st Line - El Paso
#FRIENDLY_POSITION= 12,113
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - El Paso not tactically threatened
#TACTICAL_CONDITION= 12,113 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Alexandria 4/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,8
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 5
; Alexandria
#GOAL_POSITION= 156,63
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Frederick MD
#FRIENDLY_POSITION= 154,59
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Washington not tactically threatened
#TACTICAL_CONDITION= 157,61 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Jefferson City (DE 501) 4/61
#POPUP= 
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 501[1]
#SIZE= 5,5
#BUILD_LENGTH= 0
#LENGTH= 8
#RANGE= 10
; Jefferson City
#GOAL_POSITION= 83,72
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Alton IL
#FRIENDLY_POSITION= 94,70
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Alton not tactically threatened
#TACTICAL_CONDITION= 94,70 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Warrenton 5/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 5
#RANGE= 5
; Warrenton VA
#GOAL_POSITION= 152,63
#DATE= 1861/05/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Washington
#FRIENDLY_POSITION= 157,61
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Washington not tactically threatened
#TACTICAL_CONDITION= 157,61 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Harpers Ferry 5/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 4,4
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 4
; Harpers Ferry
#GOAL_POSITION= 151,59
#DATE= 1861/05/15
#STEAL= 3
; Set friendly positions:
; 1st Line - Hagerstown
#FRIENDLY_POSITION= 151,57
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Washington not tactically threatened
#TACTICAL_CONDITION= 157,61 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Paducah (Build Up) KY >40%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,3
#BUILD_LENGTH= 100
#LENGTH= 1
#RANGE= 40
; Louisville
#GOAL_POSITION= 100,82
#DATE= 1861/04/12
#STEAL= 1
; Set friendly positions:
; 1st Line - Cairo
#FRIENDLY_POSITION= 98,81
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [40] [0]
; Set tactical conditions:
; 1st Line - Cairo not tactically threatened
#TACTICAL_CONDITION= 98,81 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Louisville (Build Up) KY >40%
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,3
#BUILD_LENGTH= 100
#LENGTH= 1
#RANGE= 40
; Louisville
#GOAL_POSITION= 114,73
#DATE= 1861/04/12
#STEAL= 1
; Set friendly positions:
; 1st Line - Cincinnati
#FRIENDLY_POSITION= 118,65
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 17 [1] [40] [0]
; Set tactical conditions:
; 1st Line - Cincinnati not tactically threatened
#TACTICAL_CONDITION= 118,65 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Little Rock 7/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,3
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 10
; Harpers Ferry
#GOAL_POSITION= 82,97
#DATE= 1861/07/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Jefferson City
#FRIENDLY_POSITION= 83,72
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Jefferson City not tactically threatened
#TACTICAL_CONDITION= 83,72 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: El Paso 7/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,3
#BUILD_LENGTH= 0
#LENGTH= 1
#RANGE= 10
; El Paso
#GOAL_POSITION= 12,113
#DATE= 1861/07/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Santa Fe
#FRIENDLY_POSITION= 16,89
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Santa Fe not tactically threatened
#TACTICAL_CONDITION= 16,89 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Wilmington DE -> Washington
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 8
; Washington
#GOAL_POSITION= 157,61
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Wilmington
#FRIENDLY_POSITION= 162,55
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Baltimore -> Frederick
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 4,4
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 6
; Frederick
#GOAL_POSITION= 154,59
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Baltimore
#FRIENDLY_POSITION= 159,58
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Cairo -> Nashville
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Nashville
#GOAL_POSITION= 109,86
#DATE= 1862/03/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Cairo
#FRIENDLY_POSITION= 98,81
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Cincinnati -> Nashville
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Nashville
#GOAL_POSITION= 109,86
#DATE= 1862/03/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Cincinnati
#FRIENDLY_POSITION= 118,65
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Louisville -> Nashville
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Nashville
#GOAL_POSITION= 109,86
#DATE= 1862/03/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Louisville
#FRIENDLY_POSITION= 114,73
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Memphis -> Jackson MS
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Jackson MS
#GOAL_POSITION= 95,110
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Memphis
#FRIENDLY_POSITION= 95,93
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Jackson/Vicksburg -> New Orleans
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Jackson MS
#GOAL_POSITION= 96,127
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Jackson MS
; 2nd line - Vicksburg
#FRIENDLY_POSITION= 95,110
#FRIENDLY_POSITION= 91,110
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Nashville -> Chattanooga
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Chattanooga
#GOAL_POSITION= 117,92
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Nashville
#FRIENDLY_POSITION= 109,86
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Chattanooga -> Atlanta
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Atlanta
#GOAL_POSITION= 123,98
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Chattanooga
#FRIENDLY_POSITION= 117,92
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Atlanta -> Savannah
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 6,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Savannah
#GOAL_POSITION= 140,108
#DATE= 1863/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Atlanta
#FRIENDLY_POSITION= 123,98
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: New Orleans -> Baton Rouge
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Baton Rouge
#GOAL_POSITION= 91,123
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - New Orleans
#FRIENDLY_POSITION= 96,127
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Baton Rouge -> Vicksburg
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,6
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
; Vicksburg
#GOAL_POSITION= 91,110
#DATE= 1862/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Baton Rouge
#FRIENDLY_POSITION= 91,123
; Set variable conditions:
; 1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,22 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Veracruz -> Mexico City
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 73
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Mexico City
#GOAL_POSITION= 49,190
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Veracruz
#FRIENDLY_POSITION= 63,191
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - FRA in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Veracruz not tactically threatened
#TACTICAL_CONDITION= 63,191 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Mexico City -> San Luis Potosi
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 73
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; SLP
#GOAL_POSITION= 39,173
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Mexico City
#FRIENDLY_POSITION= 49,190
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - FRA in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Mexico City not tactically threatened
#TACTICAL_CONDITION= 49,190 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: San Luis Potosi -> Chihuahua
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 73
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Chihuahua
#GOAL_POSITION= 14,133
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - SLP
#FRIENDLY_POSITION= 39,173
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - FRA in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - SLP not tactically threatened
#TACTICAL_CONDITION= 39,173 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Chihuahua -> Paso del Norte
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 73
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Paso del Norte
#GOAL_POSITION= 11,113
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Chihuahua
#FRIENDLY_POSITION= 14,133
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - FRA in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Chihuahua not tactically threatened
#TACTICAL_CONDITION= 14,133 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Empire: Veracruz -> Mexico City
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 82
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Mexico City
#GOAL_POSITION= 49,190
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Veracruz
#FRIENDLY_POSITION= 63,191
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - Mexican Empire in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Veracruz not tactically threatened
#TACTICAL_CONDITION= 63,191 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Empire: Mexico City -> San Luis Potosi
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 82
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; SLP
#GOAL_POSITION= 39,173
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Mexico City
#FRIENDLY_POSITION= 49,190
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - Mexican Empire in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Mexico City not tactically threatened
#TACTICAL_CONDITION= 49,190 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Empire: San Luis Potosi -> Chihuahua
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 82
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Chihuahua
#GOAL_POSITION= 14,133
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - SLP
#FRIENDLY_POSITION= 39,173
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - Mexican Empire in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; Set tactical conditions:
; 1st Line - SLP not tactically threatened
#TACTICAL_CONDITION= 39,173 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Empire: Chihuahua -> Paso del Norte
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 82
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 15
; Paso del Norte
#GOAL_POSITION= 11,113
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Chihuahua
#FRIENDLY_POSITION= 14,133
; Set variable conditions:
; 1st Line - MX politically aligned with Union and not surrendered
; 2nd line - Mexican Empire in war
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Chihuahua not tactically threatened
#TACTICAL_CONDITION= 14,133 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Spain: Santo Domingo -> Haiti
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 100
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,4
#BUILD_LENGTH= 0
#LENGTH= 4
#RANGE= 10
; Haiti capital
#GOAL_POSITION= 208,187
#DATE= 1861/04/12
#STEAL= 3
; Set friendly positions:
; 1st Line - Santo Domingo
#FRIENDLY_POSITION= 222,184
; Set variable conditions:
; 1st Line - Haiti politically aligned with Union and not surrendered
; 2nd line - SPA in war
#VARIABLE_CONDITION= 76 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Santo Domingo not tactically threatened
#TACTICAL_CONDITION= 222,184 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}