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; PURCHASE SCRIPT (Handle AI Purchasing)
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;
; USAGE:
;
; Basic structure of an AI purchasing 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
; #SKIP_FUNDS_CHECK= Should we skip the applicable funds check? (values range [0, 1]; True= 1; False= 0)
;
; #UNIT_ID_0= HQ
; #UNIT_ID_1= Regiment
; #UNIT_ID_2= Brigade
; #UNIT_ID_3= Division
; #UNIT_ID_4= Corps
; #UNIT_ID_5= Mountain Division
; #UNIT_ID_6= Rangers
; #UNIT_ID_7= Marines
; #UNIT_ID_8= Engineers
; #UNIT_ID_9= Indians
; #UNIT_ID_10= Cavalry Brigade
; #UNIT_ID_11= Cavalry Division
; #UNIT_ID_12= Cavalry Corps
; #UNIT_ID_13= Partisans
; #UNIT_ID_14= Blockhouse
; #UNIT_ID_15= 
; #UNIT_ID_16= 
; #UNIT_ID_17= Field Artillery
; #UNIT_ID_18= Siege Artillery
; #UNIT_ID_19= Railroad Battery
; #UNIT_ID_20= Defences
; #UNIT_ID_21= 
; #UNIT_ID_22= 
; #UNIT_ID_23= Armored Train
; #UNIT_ID_24= 
; #UNIT_ID_25= 
; #UNIT_ID_26= 
; #UNIT_ID_27= 
; #UNIT_ID_28= Balloons
; #UNIT_ID_29= 
; #UNIT_ID_30= 
; #UNIT_ID_31= 
; #UNIT_ID_32= 
; #UNIT_ID_33= Battleship
; #UNIT_ID_34= Cruiser
; #UNIT_ID_35= Ironclad
; #UNIT_ID_36= Monitor
; #UNIT_ID_37= Ship of the Line
; #UNIT_ID_38= Frigate
; #UNIT_ID_39= Gunboat
; #UNIT_ID_40= River Ironclad
; #UNIT_ID_41= River Timberclad
; #UNIT_ID_42= River Gunboat
; #UNIT_ID_43= Submarine
; #UNIT_ID_44= Torpedo Boat
; #UNIT_ID_45= Naval Mines
; #UNIT_ID_46= Troop Transport
; #UNIT_ID_47= Amphibious Transport
; #UNIT_ID_48= Amphibious Transport (LR)

; Will these unit types be purchased by the AI?
; Format: % chance assigned to this purchase [max_units]
;
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #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 '}'
;
; Purchase Plan identity is determined by #COUNTRY_ID.  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).
;
; Unit type purchase lines are read one line at a time so there is no need to set a total sum of unit
; purchase percentages equal to 100%, i.e. each line is read and the % chance of purchasing the unit is
; based on the % chance assigned to the particular unit type.
; Note:  Even if the % chance is successful the #COUNTRY_ID in question needs sufficient funds to make the
; final purchase.  If no unit type is successfully determined to be purchased then the AI will make no
; purchases for that particular event.
;
; #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.
;
; #VARIABLE_CONDITION - 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 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_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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; 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= Confederate Purchases Richmond 10/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 20
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 80 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 25 [1]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/10/01
#DESTINATION_RESOURCE= 155,70
;Set friendly positions:
;1st Line - Blockade Runner
#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 - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases Petersburg 10/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 64
#TRIGGER= 10
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 80 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 25 [1]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/10/01
#DESTINATION_RESOURCE= 155,72
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 155,72
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases 1/64
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 70 [3]
; Mtn Div
#UNIT_ID_5= 20 [1]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 40 [2]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 35 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 5 [1]
; Rail Gun
#UNIT_ID_19= 5 [1]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 10 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 5 [1]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1864/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases 1/63
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 70 [3]
; Mtn Div
#UNIT_ID_5= 20 [1]
; Ranger
#UNIT_ID_6= 10 [1]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 30 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 35 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 5 [1]
; Rail Gun
#UNIT_ID_19= 5 [1]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 10 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 10 [1]
; Monitor
#UNIT_ID_36= 25 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 30 [2]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 5 [1]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1863/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases 1/62
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 60 [3]
; Mtn Div
#UNIT_ID_5= 20 [1]
; Ranger
#UNIT_ID_6= 10 [1]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 20 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 50 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 5 [1]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 10 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 25 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 30 [2]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 10 [1]
; Submarine
#UNIT_ID_43= 5 [1]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1862/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases 9/61
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 0 [0]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 50 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 10 [1]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 20 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 0 [0]
; Cav Div
#UNIT_ID_11= 50 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 10 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 15 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 30 [2]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 10 [1]
; Submarine
#UNIT_ID_43= 5 [1]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/09/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Confederate Purchases 6/61
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 0 [0]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 0 [0]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 10 [1]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 20 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 0 [0]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 15 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/06/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - Blockade Runner
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - Union politically aligned with Union and not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Set tactical conditions:
;1st Line - Blockade Runner not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 295,15 [3]
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases Washington 10/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 10
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 80 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 25 [1]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/10/01
#DESTINATION_RESOURCE= 157,61
;Set friendly positions:
;1st Line - dummy
#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 - 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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases Annapolis 10/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 10
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 80 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 25 [1]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/10/01
#DESTINATION_RESOURCE= 159,60
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 159,60
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases Baltimore 10/61
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 10
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 80 [2]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 25 [1]
; Cav Div
#UNIT_ID_11= 25 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/10/01
#DESTINATION_RESOURCE= 159,58
;Set friendly positions:
;1st Line - dummy
#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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases 1/64
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 70 [4]
; Mtn Div
#UNIT_ID_5= 20 [1]
; Ranger
#UNIT_ID_6= 5 [1]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 5 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 45 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 15 [1]
; Rail Gun
#UNIT_ID_19= 10 [1]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 20 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 30 [3]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1864/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases 1/63
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 70 [4]
; Mtn Div
#UNIT_ID_5= 20 [1]
; Ranger
#UNIT_ID_6= 5 [1]
; Marine
#UNIT_ID_7= 20 [1]
; Eng
#UNIT_ID_8= 5 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 35 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 10 [1]
; Rail Gun
#UNIT_ID_19= 5 [1]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 20 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 45 [1]
; Monitor
#UNIT_ID_36= 35 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 50 [4]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1863/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases 1/62
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 60 [3]
; Corps
#UNIT_ID_4= 60 [3]
; Mtn Div
#UNIT_ID_5= 15 [1]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 20 [1]
; Eng
#UNIT_ID_8= 5 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 35 [2]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 10 [1]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 20 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 40 [1]
; Monitor
#UNIT_ID_36= 35 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 50 [4]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1862/01/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases 9/61
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 0 [0]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 50 [2]
; Mtn Div
#UNIT_ID_5= 10 [1]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 10 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 20 [1]
; Cav Div
#UNIT_ID_11= 40 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 10 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 20 [1]
; Monitor
#UNIT_ID_36= 35 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/09/01
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union Purchases 6/61
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 0 [0]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 0 [0]
; Div
#UNIT_ID_3= 80 [3]
; Corps
#UNIT_ID_4= 0 [0]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 10 [1]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 0 [0]
; Cav Div
#UNIT_ID_11= 20 [1]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 20 [1]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 25 [1]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/06/20
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= British Purchases
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 102
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 25 [1]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 75 [1]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 10 [1]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 15 [1]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - FRA in war
#VARIABLE_CONDITION= 102 [2] [100] [0]
;Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,15 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= French Purchases (Mexico)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 73
#TRIGGER= 50
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 25 [1]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 0[0]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
; Veracruz
#DESTINATION_RESOURCE= 63,190
;Set friendly positions:
;1st Line - Veracruz
#FRIENDLY_POSITION= 63,190
;Set variable conditions:
;1st Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
;Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,15 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= French Purchases (Basse-Terre)
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 25 [1]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 75 [1]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
; Basse Terre
#DESTINATION_RESOURCE= 279,191
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 279,191
;Set variable conditions:
;1st Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
;Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,15 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Empire Purchases
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 5 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 50 [2]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 0 [0]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - MXE in war
#VARIABLE_CONDITION= 82 [2] [100] [0]
;Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,15 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Spanish Purchases
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 10 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 25 [1]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 75 [1]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,15
;Set variable conditions:
;1st Line - SPA in war
#VARIABLE_CONDITION= 100 [2] [100] [0]
;Set tactical conditions:
; 1st Line - dummy not tactically threatened
#TACTICAL_CONDITION= 295,15 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Mexican Purchases
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 83
#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]
#SKIP_FUNDS_CHECK= 0
; HQ
#UNIT_ID_0= 5 [1]
; Rgt
#UNIT_ID_1= 0 [0]
; Bde
#UNIT_ID_2= 50 [2]
; Div
#UNIT_ID_3= 0 [0]
; Corps
#UNIT_ID_4= 0 [0]
; Mtn Div
#UNIT_ID_5= 0 [0]
; Ranger
#UNIT_ID_6= 0 [0]
; Marine
#UNIT_ID_7= 0 [0]
; Eng
#UNIT_ID_8= 0 [0]
; Indian
#UNIT_ID_9= 0 [0]
; Cav Bde
#UNIT_ID_10= 10 [1]
; Cav Div
#UNIT_ID_11= 0 [0]
; Unused
#UNIT_ID_12= 0 [0]
#UNIT_ID_13= 0 [0]
#UNIT_ID_14= 0 [0]
#UNIT_ID_15= 0 [0]
#UNIT_ID_16= 0 [0]
; Field Arty (not used CW)
#UNIT_ID_17= 0 [0]
; Siege Arty
#UNIT_ID_18= 0 [0]
; Rail Gun
#UNIT_ID_19= 0 [0]
; Unused (20 is fort)
#UNIT_ID_20= 0 [0]
#UNIT_ID_21= 0 [0]
#UNIT_ID_22= 0 [0]
; Arm Train
#UNIT_ID_23= 0 [0]
; Unused
#UNIT_ID_24= 0 [0]
#UNIT_ID_25= 0 [0]
#UNIT_ID_26= 0 [0]
#UNIT_ID_27= 0 [0]
; Balloon
#UNIT_ID_28= 0 [0]
; Unused
#UNIT_ID_29= 0 [0]
#UNIT_ID_30= 0 [0]
#UNIT_ID_31= 0 [0]
#UNIT_ID_32= 0 [0]
; BB (not used CW)
#UNIT_ID_33= 0 [0]
; CA (not used CW)
#UNIT_ID_34= 0 [0]
; Ironclad
#UNIT_ID_35= 0 [0]
; Monitor
#UNIT_ID_36= 0 [0]
; SOTL
#UNIT_ID_37= 0 [0]
; Frigate
#UNIT_ID_38= 0 [0]
; Gunboat
#UNIT_ID_39= 0 [0]
; RIC
#UNIT_ID_40= 0 [0]
; RTC
#UNIT_ID_41= 0 [0]
; RGB
#UNIT_ID_42= 0 [0]
; Submarine
#UNIT_ID_43= 0 [0]
; Torpedo Boat (not used CW)
#UNIT_ID_44= 0 [0]
; Naval Mine
#UNIT_ID_45= 0 [0]
;
#DATE= 1861/04/12
#DESTINATION_RESOURCE=
;Set friendly positions:
;1st Line - dummy
#FRIENDLY_POSITION= 295,22
;Set variable conditions:
;1st Line - MX in war
#VARIABLE_CONDITION= 83 [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 hex 0,0 so event will not be cancelled due to #CANCEL_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}