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; TRANSPORT MINOR 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.
; #NAVAL_CRUISE= Should the event apply naval cruise distances for unit movement?  (True= 1; False= 0)
; #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_TRANSPORT_MINOR - These plans will only be assigned to fully activated countries and only if the
; #BUILD_LENGTH value > 0.  AI will also only load units onto transports only if their strength > 5.  
; Automatic protection routines send transports with strength <= 5 back to the nearest port.
; Note:  Understrengthed units will still be assigned to these plans just not loaded onto transports until they have a
;        strength > 5.
;
; BUILD_UP_TRANSPORT_MINOR - These plans WILL NOT include HQs as a part of their default plan.
;
; #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?  For example, a
; BUILD_UP_TRANSPORT_MINOR plan that has a #LENGTH= 3 will (after 3 AI turns) automatically become an TRANSPORT plan.
;
; #LENGTH - How long do you want the plan (post #BUILD_LENGTH period) to last?
;
; #GOAL_POSITION - This must be either a Port or Major Port.
; Note:  If more than one #GOAL_POSITION is listed, these secondary #GOAL_POSITIONs will be considered WAYPOINTS with
;        the top (first) #GOAL_POSITION still representing the final destination position.  For example, this is useful
;        when using NAVAL LOOPs to send units to a specific WAYPOINT or NAVAL LOOP position before continuing to the final
;        #GOAL_POSITION.  If #BUILD_LENGTH > 0 then the transports will gather at the second listed #GOAL_POSITION until
;        the #BUILD_LENGTH period expires.  This is useful to help ensure units move as a group after loading.
;
; #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.
;
; #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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; 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= Union: Wilmington -> Jacksonville
#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= 1,3
#LENGTH= 5
#RANGE= 5
#NAVAL_CRUISE= 0
#BUILD_LENGTH= 0
; Jacksonville
#GOAL_POSITION= 141,119
#DATE= 1861/06/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Wilmington DE
#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 - Washington not tactically threatened (dummy)
#TACTICAL_CONDITION= 157,61 [1]
; activate when no CS units within 3 of washington
#ACTIVATE_POSITION= 157,61 [3,3] [0,0] [2]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Union: Wilmington -> Norfolk
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 103
#TRIGGER= 33
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 4[31,70]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,3
#LENGTH= 5
#RANGE= 5
#NAVAL_CRUISE= 0
#BUILD_LENGTH= 0
; Norfolk VA
#GOAL_POSITION= 163,73
#DATE= 1861/06/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Wilmington DE
#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 - Washington not tactically threatened (dummy)
#TACTICAL_CONDITION= 157,61 [1]
; activate when no CS units within 3 of washington
#ACTIVATE_POSITION= 157,61 [3,3] [0,0] [2]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= UK: Quebec -> Montreal
#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]
#SIZE= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 0
#BUILD_LENGTH= 0
; Montreal port
#GOAL_POSITION= 164,17
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Quebec (city)
#FRIENDLY_POSITION= 171,5
; Set variable conditions:
; 1st Line - GBR in war
#VARIABLE_CONDITION= 102 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Quebec not tactically threatened (dummy)
#TACTICAL_CONDITION= 171,5 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= UK: Jamaica -> Charleston SC
#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]
#SIZE= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Charleston SC port
#GOAL_POSITION= 146,102
#GOAL_POSITION= 182,188
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Falmouth JM (city)
#FRIENDLY_POSITION= 175,192
; Set variable conditions:
; 1st Line - GBR in war
#VARIABLE_CONDITION= 102 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Falmouth not tactically threatened (dummy)
#TACTICAL_CONDITION= 175,192 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= UK: Jamaica -> New Berne NC
#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]
#SIZE= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; New Berne NC port
#GOAL_POSITION= 161,85
#GOAL_POSITION= 182,188
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Falmouth JM (city)
#FRIENDLY_POSITION= 175,192
; Set variable conditions:
; 1st Line - GBR in war
#VARIABLE_CONDITION= 102 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Falmouth not tactically threatened (dummy)
#TACTICAL_CONDITION= 175,192 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Basse Terre -> Charleston SC
#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= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Charleston SC port
#GOAL_POSITION= 146,102
#GOAL_POSITION= 272,192
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Basse Terre LE (city)
#FRIENDLY_POSITION= 279,191
; Set variable conditions:
; 1st Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Basse Terre not tactically threatened (dummy)
#TACTICAL_CONDITION= 279,191 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Basse Terre -> New Berne NC
#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= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; New Berne NC port
#GOAL_POSITION= 161,85
#GOAL_POSITION= 272,192
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Basse Terre LE (city)
#FRIENDLY_POSITION= 279,191
; Set variable conditions:
; 1st Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Basse Terre not tactically threatened (dummy)
#TACTICAL_CONDITION= 279,191 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France: Fort Royal -> Veracruz
#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= 1,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Veracruz port
#GOAL_POSITION= 64,191
#GOAL_POSITION= 272,202
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - Fort Royal LE (city)
#FRIENDLY_POSITION= 286,202
; Set variable conditions:
; 1st Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Fort Royal not tactically threatened (dummy)
#TACTICAL_CONDITION= 286,202 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Spain: Puerto Rico -> Charleston SC
#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= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Charleston SC port
#GOAL_POSITION= 146,102
#GOAL_POSITION= 240,106
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - San Juan (city)
#FRIENDLY_POSITION= 246,181
; Set variable conditions:
; 1st Line - SPA in war
#VARIABLE_CONDITION= 100 [2] [100] [0]
; Set tactical conditions:
; 1st Line - San Juan not tactically threatened (dummy)
#TACTICAL_CONDITION= 246,181 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= Spain: Puerto Rico -> New Berne NC
#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= 1,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; New Berne port
#GOAL_POSITION= 161,85
#GOAL_POSITION= 240,106
#DATE= 1861/04/12
#STEAL= 0
; Set friendly positions:
; 1st Line - San Juan (city)
#FRIENDLY_POSITION= 246,181
; Set variable conditions:
; 1st Line - SPA in war
#VARIABLE_CONDITION= 100 [2] [100] [0]
; Set tactical conditions:
; 1st Line - San Juan not tactically threatened (dummy)
#TACTICAL_CONDITION= 246,181 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - dummy
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}