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; DECISION EVENTS
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;
; USAGE:
;
; Basic structure for a decision 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, if empty then a DECISION header text will be displayed)
; #MESSAGE= Message body text (this will be displayed when the event occurs)
; #IMAGE= Event image that will be displayed when event occurs
;         PNG images must be 736x418 or 368x418 pixels, see 'Extras' folder for sample images and frames
;         Multiple pictures can be used by using a ',' to separate them
;         Format: picture1.png, picture2.png, picture3.png, picture4.png
; #SOUND= Event sound that will be displayed when event occurs
;         Multiple sounds can be used by using a ',' to separate them
;         Format: sound1.mp3, sound2.mp3, sound3.mp3, sound4.mp3
; #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 = Reoccurring 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
; #AI= Values range [0, 4]
;      0 = Event fires whenever all fields are satisfied for any game type
;      1 = Event fires whenever all fields are satisfied, for AI games only, and only on the Union AI turn
;      2 = Event fires whenever all fields are satisfied, for AI games only, and only on the Confederates AI turn
;      3 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Union AI or on the Confederates Multiplayer turns
;      4 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Confederates AI or on the Union Multiplayer turns
; #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 that will be owner of this event
; #DISPLAY_ORDER= When do we display this event? (values range [0, 1]; Default= 0; Beginning of Turn= 1)
; #DECISION= What internal decision number is this event assigned to? (values range [1, 1100]; max of 1100 decisions per campaign)
; #MPP_UPDOWN= Will there be an associated MPP amount added or subtracted with respect to #COUNTRY_ID for this decision if yes? (values range [-9999, 9999])
; #MPP_TURNS= How many turns will the #MPP_UPDOWN= value be added or subracted for? (values range [0, 500])
; #MPP_TEXT= What text will be shown in the MPP collection dialog for this event if the #MPP_UPDOWN value is set?
; #AI_RESPONSE= What percentage chance will the AI respond 'Yes' to this event? (values range [0, 100])
; #AI_RESPONSE_POPUP= What is the AI response popup? Note, this popup is also used in the previous turn summary list
; #NOTES= Text to display if the player clicks on the NOTES button in the DECISION screen
; #NOTES_POSITION= What position should we center the map on if the player clicks on the NOTES button (entry can be left blank)
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #TEXT_RGB= Text color for the decision event
;            Format: red, green, blue (values range [0, 255])
; #SHADOW_RGB= Shadow color for the decision event text (NOT USED IN SC3)
;              Format: red, green, blue (values range [0, 255])
; #ALIGNMENT_POSITION= Position that must be under the control of the selected side in order for the event to occur
;                      Format: x,y; political_alignment [values are 0, 1 or 2]
; #NATIONAL_MORALE_TRIGGER= Under what national morale situation will this event occur
;                           Format: country_id [national_morale_percentage]
; #VARIABLE_CONDITION= Under what variable conditions will this event occur
;                      Format: country_id [political_alignment] [mobilization%] [surrendered_flag]
; #CONDITION_POSITION= Map positions that will serve to trigger the event as well as distance and
;                      number of Union/Confederates unit ranges as specified by 'alignment' flag
;                      Format: x,y [min_range, max_range] [min_units, max_units] [alignment] [aligned_country_id]
; 
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; #MESSAGE field supports the following special characters:
; %N = newline or carriage return
; %T = horizontal tab
; %R = right align text, must be applied at the beginning of a newline, otherwise it will be ignored
; %C = center align text, must be applied at the beginning of a newline, otherwise it will be ignored
; %B = bold text, must be applied for each word you wish to bold
; %V = italic text, must be applied for each word you wish to italicize
;
; Use the reference values provided for #COUNTRY_ID and not the country names
;
; #ALIGNMENT_POSITION - Can refer to either land or a coastal hexes. More than one position can be set.
; Each #ALIGNMENT_POSITION will be read with AND logic.
;
; More than one #NATIONAL_MORALE_TRIGGER can be set and the event checks for a value less than or 
; equal to the 'national_morale_percentage'.
; Each #NATIONAL_MORALE_TRIGGER line will be read using AND logic.
;
; Under #VARIABLE_CONDITION you can also list countries that have not yet fully entered the war.
; For example by listing an mobilization % less than 100% you are providing a check where the
; #VARIABLE_CONDITION country must meet a minimum mobilization % in order for the event to occur.
; Each #VARIABLE_CONDITION line will be read using AND logic.
;
; More than one #CONDITION_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 hex then range checks will
; be made on sea hexes, otherwise if it is a land hex range checks will be made on land hexes only.
; If the 'aligned_country_id' flag is set to 0 then it will check for any Union or Confederates country as
; determined by the alignment flag.
; Each #CONDITION_POSITION line will be read using OR logic.
;
; If #CONDITION_POSITION has an added <unit_id, ...> then it will only consider the specified UNIT_ID types, e.g.
; Union have an Army or Tank unit within 10 hexes of Warsaw
; #CONDITION_POSITION= 188,76 [10,10] [1,1] [1] [0] <5,26>
;
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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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; UNIT ID REFERENCE VALUES
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;
; #UNIT_ID_0= HQ
; #UNIT_ID_1= Garrison
; #UNIT_ID_2= Brigade
; #UNIT_ID_3= Division
; #UNIT_ID_4= Corps
; #UNIT_ID_5= Army
; #UNIT_ID_6= Mechanized
; #UNIT_ID_7= Special Forces
; #UNIT_ID_8= Engineers
; #UNIT_ID_9= Paratroops
; #UNIT_ID_10= Cavalry Brigade
; #UNIT_ID_11= Cavalry Division
; #UNIT_ID_12= Cavalry Corps
; #UNIT_ID_13= Partisans
; #UNIT_ID_14= Pillbox
; #UNIT_ID_15= Anti-Air
; #UNIT_ID_16= Rocket Artillery
; #UNIT_ID_17= Artillery
; #UNIT_ID_18= Heavy Artillery
; #UNIT_ID_19= Rail Gun
; #UNIT_ID_20= Coastal Gun
; #UNIT_ID_21= Rockets
; #UNIT_ID_22= Reconnaissance
; #UNIT_ID_23= Armored Train
; #UNIT_ID_24= Anti-Tank
; #UNIT_ID_25= Light Tanks
; #UNIT_ID_26= Tanks
; #UNIT_ID_27= Heavy Tanks
; #UNIT_ID_28= Airships
; #UNIT_ID_29= Fighters
; #UNIT_ID_30= Tactical Bombers
; #UNIT_ID_31= Medium Bombers
; #UNIT_ID_32= Strategic Bombers
; #UNIT_ID_33= Maritime Bombers
; #UNIT_ID_34= Kamikazes
; #UNIT_ID_35= Dreadnought
; #UNIT_ID_36= Battleship
; #UNIT_ID_37= Battle Cruiser
; #UNIT_ID_38= Heavy Cruiser
; #UNIT_ID_39= Light Cruiser
; #UNIT_ID_40= Destroyer
; #UNIT_ID_41= Escort Carrier
; #UNIT_ID_42= Carrier
; #UNIT_ID_43= Sub
; #UNIT_ID_44= Motor Torpedo Boat
; #UNIT_ID_45= Mulberry
;
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; POLITICAL ALIGNMENT/DIRECTION 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= DE 1000: Disable to Play Without European Entry
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1000
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1001: Disable to Play Without Partisans
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1001
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1002: Disable to Hide All Historical Popups (American Civil War Events)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1002
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1003: Disable to Hide All Historical Popups (Other Events)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1003
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1004: Disable to Remove All Strategic Advice Popups
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1004
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1005: Disable to Hide Diplomatic Warning Popups
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 1005
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 101: Send Sibley to New Mexico Territory?  (Confederate AI: 80%)
#POPUP=
#MESSAGE= <<TAG_18>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 101
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= <<TAG_19>>
#NOTES_POSITION= 12,113
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 80
#AI_RESPONSE_POPUP=  
#DATE= 1861/08/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 102: Send Van Dorn to New Mexico Territory?  (Confederate AI: 40%)
#POPUP=
#MESSAGE= <<TAG_20>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 101[1]
#COUNTRY_ID= 64
#TRIGGER= 75
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 102
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= <<TAG_21>>
#NOTES_POSITION= 12,113
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 40
#AI_RESPONSE_POPUP=  
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 103: Send Sterling Price to Missouri?  (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_22>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 103
#MPP_UPDOWN= -125
#MPP_TURNS= 3
#MPP_TEXT= <<TAG_11>>
#NOTES= <<TAG_23>>
#NOTES_POSITION= 79,82
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=  
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Springfield in CS hands
#ALIGNMENT_POSITION= 79,82 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 104: Send Braxton Bragg to New Orleans?  (Confederate AI: 40%)
#POPUP=
#MESSAGE= <<TAG_27>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 104
#MPP_UPDOWN= -125
#MPP_TURNS= 3
#MPP_TEXT= <<TAG_28>>
#NOTES= <<TAG_29>>
#NOTES_POSITION= 96,127
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 40
#AI_RESPONSE_POPUP=  
#DATE= 1861/10/07
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; New Orleans in CS hands
#ALIGNMENT_POSITION= 96,127 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 105: Refloat the Virginia?  (Confederate AI: 90%)
#POPUP=
#MESSAGE= <<TAG_43>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 75
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 105
#MPP_UPDOWN= -100
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_44>>
#NOTES= <<TAG_45>>
#NOTES_POSITION= 163,74
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 90
#AI_RESPONSE_POPUP=  
#DATE= 1861/07/11
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Norfolk in CS hands
#ALIGNMENT_POSITION= 163,73 [2]
#ALIGNMENT_POSITION= 163,74 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 1 [2] [60] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 106: Build the Land Merrimac?  (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_46>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 105[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 106
#MPP_UPDOWN= -150
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_47>>
#NOTES= <<TAG_48>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP=  
#DATE= 1862/03/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Richmond in CS hands
#ALIGNMENT_POSITION= 155,70 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 155,70 [3,3] [1,1] [1] [0]
}

{
#NAME= DE 107: Build the Land Merrimac?  (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_49>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 105[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 107
#MPP_UPDOWN= -150
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_47>>
#NOTES= <<TAG_48>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP=  
#DATE= 1862/03/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Richmond in CS hands
#ALIGNMENT_POSITION= 155,70 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 155,70 [3,3] [1,1] [1] [0]
}

{
#NAME= DE 108: Raid the Arizona Silver Mines?  (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_50>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 108
#MPP_UPDOWN= 40
#MPP_TURNS= 5
#MPP_TEXT= <<TAG_51>>
#NOTES= <<TAG_52>>
#NOTES_POSITION= 1,110
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP=  
#DATE= 1862/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Fort Bowie and El Paso in CS hands
#ALIGNMENT_POSITION= 1,110 [2]
#ALIGNMENT_POSITION= 12,113 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 109: Sell the Cotton?  (Confederate AI: 25%)
#POPUP=
#MESSAGE= <<TAG_58>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1000[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 109
#MPP_UPDOWN= 175
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_59>>
#NOTES= <<TAG_60>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 25
#AI_RESPONSE_POPUP=  
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 110: Choose Britain as a Sponsor?  (Confederate AI: 33%)
#POPUP=
#MESSAGE= <<TAG_61>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 109[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 110
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_62>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 33
#AI_RESPONSE_POPUP=  
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 111: Choose France or Spain as a Sponsor?  (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_63>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 111
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_64>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP=  
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 112: Admit Maryland to the Confederacy? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_127>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 112
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_128>>
#NOTES_POSITION= 159,60
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=  
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; In CS hands: Hagerstown, Frederick, Washington, Annapolis, Baltimore
#ALIGNMENT_POSITION= 151,57 [2]
#ALIGNMENT_POSITION= 154,59 [2]
#ALIGNMENT_POSITION= 157,61 [2]
#ALIGNMENT_POSITION= 159,60 [2]
#ALIGNMENT_POSITION= 159,58 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 113: Continue the Partisan Ranger Act?  (Confederate AI: 20%)
#POPUP=
#MESSAGE= <<TAG_103>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1001[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 113
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_104>>
#NOTES_POSITION= 151,83
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 20
#AI_RESPONSE_POPUP=  
#DATE= 1863/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 153,78 [7,7] [2,2] [1] [0]
#CONDITION_POSITION= 151,83 [7,7] [2,2] [1] [0]
#CONDITION_POSITION= 137,94 [11,11] [2,2] [1] [0]
#CONDITION_POSITION= 115,106 [9,9] [2,2] [1] [0]
}

{
#NAME= DE 114: Admit Kansas to the Confederacy? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_119>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 114
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_120>>
#NOTES_POSITION= 68,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=  
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Every town in eastern Kansas in CS hands (except Osage)
#ALIGNMENT_POSITION= 68,65 [2]
#ALIGNMENT_POSITION= 69,66 [2]
#ALIGNMENT_POSITION= 70,68 [2]
#ALIGNMENT_POSITION= 70,70 [2]
#ALIGNMENT_POSITION= 68,70 [2]
#ALIGNMENT_POSITION= 63,70 [2]
#ALIGNMENT_POSITION= 66,74 [2]
#ALIGNMENT_POSITION= 71,74 [2]
#ALIGNMENT_POSITION= 68,76 [2]
#ALIGNMENT_POSITION= 71,77 [2]
#ALIGNMENT_POSITION= 71,82 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 115: Fighting Spirit 50% - Invest in Civilian Goods? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_133>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 115
#MPP_UPDOWN= -100
#MPP_TURNS= 100
#MPP_TEXT= <<TAG_130>>
#NOTES= <<TAG_131>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 64 [50]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 116: Fighting Spirit 25% - Invest in Civilian Goods? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_134>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 116
#MPP_UPDOWN= -100
#MPP_TURNS= 100
#MPP_TEXT= <<TAG_130>>
#NOTES= <<TAG_131>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 64 [25]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 117: Declare War on Mexico? (Confederate AI: 0%)
#POPUP=
#MESSAGE= <<TAG_135>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Beginning of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 117
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_136>>
#NOTES_POSITION= 48,144
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 0
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - MX in war, not surrendered,
#VARIABLE_CONDITION= 83 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 118: Denounce Garibaldi's Intervention? (UK/CinC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_148>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 118
#MPP_UPDOWN= -400
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_86>>
#NOTES= <<TAG_149>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 yes
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [2] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 119: Denounce Garibaldi's Intervention? (FR/CinC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_150>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 119
#MPP_UPDOWN= -400
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_89>>
#NOTES= <<TAG_151>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 yes
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [2] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 120: Denounce Garibaldi's Intervention? (SP/CinC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_152>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 120
#MPP_UPDOWN= -400
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_92>>
#NOTES= <<TAG_153>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 yes
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [2] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 121: Denounce Garibaldi's Intervention? (UK/AC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_154>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 121
#MPP_UPDOWN= -200
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_86>>
#NOTES= <<TAG_155>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 no
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [1] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 122: Denounce Garibaldi's Intervention? (FR/AC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_156>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 122
#MPP_UPDOWN= -200
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_89>>
#NOTES= <<TAG_157>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 no
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [1] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 123: Denounce Garibaldi's Intervention? (SP/AC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_158>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 25
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 123
#MPP_UPDOWN= -200
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_92>>
#NOTES= <<TAG_159>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - DE 526 no
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [1] [10] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 124: Raise Texas Volunteers?  (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_166>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 75
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 124
#MPP_UPDOWN= -150
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_168>>
#NOTES= <<TAG_167>>
#NOTES_POSITION= 58,125
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 58,125 [14,14] [1,1] [1] [0]
#CONDITION_POSITION= 48,144 [8,8] [1,1] [1] [0]
#CONDITION_POSITION= 64,116 [12,12] [1,1] [1] [0]
}

{
#NAME= DE 125: Pass the Tithe Act? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_169>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 125
#MPP_UPDOWN= 150
#MPP_TURNS= 100
#MPP_TEXT= <<TAG_171>>
#NOTES= <<TAG_170>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1863/04/24
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 64 [85]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 126: Abandon Cotton Strategy? (Confederate AI: 100%)
#POPUP=
#MESSAGE= <<TAG_172>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 109[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 126
#MPP_UPDOWN= 200
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_59>>
#NOTES= <<TAG_173>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/02/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in CS hands 
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd-4th Europeans neutral
; 5th Cotton not already sold to Europe via recognition
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
#VARIABLE_CONDITION= 100 [2] [0] [0]
#VARIABLE_CONDITION= 110 [2] [10] [0]
; one CS unit in either of 5 blockade cities
#CONDITION_POSITION= 71,131 [0,0] [1,1] [2] [0]
#CONDITION_POSITION= 96,127 [0,0] [1,1] [2] [0]
#CONDITION_POSITION= 106,121 [0,0] [1,1] [2] [0]
#CONDITION_POSITION= 145,101 [0,0] [1,1] [2] [0]
#CONDITION_POSITION= 158,91 [0,0] [1,1] [2] [0]
}

{
#NAME= DE 127: Invite the Brazilian Volunteers? (CinC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_174>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 10[41,100]
;Set link value to always trigger (dummy value)
#LINK= 526[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 127
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_175>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP= 
#DATE= 1863/05/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Richmond in CS hands 
#ALIGNMENT_POSITION= 155,70 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd-4th Europeans neutral
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
#VARIABLE_CONDITION= 100 [2] [0] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 128: Invite the Brazilian Volunteers? (AC) (Confederate AI: 50%)
#POPUP=
#MESSAGE= <<TAG_174>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 10[41,100]
;Set link value to always trigger (dummy value)
#LINK= 526[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 128
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_176>>
#NOTES_POSITION= 155,70
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP= 
#DATE= 1863/05/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Richmond in CS hands 
#ALIGNMENT_POSITION= 155,70 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd-4th Europeans neutral
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
#VARIABLE_CONDITION= 100 [2] [0] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 201: Where to Deploy the British Armies?  (Confederate AI: 80%)
#POPUP=
#MESSAGE= <<TAG_74>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 102
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 201
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_75>>
#NOTES_POSITION= 171,5
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 80
#AI_RESPONSE_POPUP=  
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
; Quebec and Falmouth JM in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
#ALIGNMENT_POSITION= 171,5 [2]
#ALIGNMENT_POSITION= 175,192 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - GBR in war, not surrendered
#VARIABLE_CONDITION= 102 [2] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 202: Attempt to Capture the Pacific Northwest?  (Confederate AI: 60%)
#POPUP=
#MESSAGE= <<TAG_76>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 102
; 20% chance of firing each turn
#TRIGGER= 20
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 202
#MPP_UPDOWN= -100
#MPP_TURNS= 4
#MPP_TEXT= <<TAG_84>>
#NOTES= <<TAG_77>>
#NOTES_POSITION= 163,16
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 60
#AI_RESPONSE_POPUP=  
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - GBR in war, not surrendered
#VARIABLE_CONDITION= 102 [2] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 301: Should France Annex Sonora?  (Confederate AI: 60%)
#POPUP=
#MESSAGE= <<TAG_81>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 73
#TRIGGER= 100
; display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 301
#MPP_UPDOWN= 100
#MPP_TURNS= 1000
#MPP_TEXT= <<TAG_82>>
#NOTES= <<TAG_83>>
#NOTES_POSITION= 0,123
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 60
#AI_RESPONSE_POPUP=  
#DATE= 1864/11/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Mexico City in CS hands
#ALIGNMENT_POSITION= 49,190 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - FRA + MX Empire in war, not surrendered
#VARIABLE_CONDITION= 73 [2] [100] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 401: Should Spain Declare War on Haiti?  (Confederate AI: 0%)
#POPUP=
#MESSAGE= <<TAG_164>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 512[0]
#COUNTRY_ID= 100
#TRIGGER= 100
; display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 401
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_165>>
#NOTES_POSITION= 208,187
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 0
#AI_RESPONSE_POPUP=  
#DATE= 1862/03/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - SPA in war, not surrendered
#VARIABLE_CONDITION= 100 [2] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 501: Seize the St Louis Arsenal and Crush the Missouri State Guard?  (Union AI: 90%)
#POPUP=
#MESSAGE= <<TAG_4>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 501
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= <<TAG_6>>
#NOTES_POSITION= 92,71
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 90
#AI_RESPONSE_POPUP= <<TAG_7>> 
#DATE= 1861/04/13
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - Missouri not in war, pro-CS (to prevent firing if CS dows MO on turn 1 for some reason)
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 25 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 502: Should Union Evacuate Forts in Indian Territory?  (Union AI: 70%)
#POPUP=
#MESSAGE= <<TAG_8>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 502
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= <<TAG_9>>
#NOTES_POSITION= 61,100
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 70
#AI_RESPONSE_POPUP= <<TAG_10>> 
#DATE= 1861/04/13
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 503: Construct Fort Marshall?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_12>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 3
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 503
#MPP_UPDOWN= -50
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_13>>
#NOTES= <<TAG_14>>
#NOTES_POSITION= 159,58
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/08/10
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Baltimore in Union hands
#ALIGNMENT_POSITION= 159,58 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 504: Send California Column to New Mexico or Denver?  (Union AI: 70%)
#POPUP=
#MESSAGE= <<TAG_15>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 3
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 504
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_16>>
#NOTES_POSITION= 1,110
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 70
#AI_RESPONSE_POPUP= 
#DATE= 1861/12/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Denver in Union hands
#ALIGNMENT_POSITION= 24,64 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 505: Send Canby to New Mexico?  (Union AI: 80%)
#POPUP=
#MESSAGE= <<TAG_24>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 505
#MPP_UPDOWN= -100
#MPP_TURNS= 3
#MPP_TEXT= <<TAG_25>>
#NOTES= <<TAG_26>>
#NOTES_POSITION= 16,89
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 80
#AI_RESPONSE_POPUP= 
#DATE= 1862/01/14
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Santa Fe in Union hands
#ALIGNMENT_POSITION= 16,89 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; One CS unit roughly past Paraje
#CONDITION_POSITION= 16,89 [18,18] [1,1] [2] [0]
}

{
#NAME= DE 506: Raise Ohio/Indiana Volunteers?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_78>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 506
#MPP_UPDOWN= -50
#MPP_TURNS= 3
#MPP_TEXT= <<TAG_79>>
#NOTES= <<TAG_80>>
#NOTES_POSITION= 111,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Confederate unit north of the Ohio river
#CONDITION_POSITION= 123,57 [10,10] [1,1] [2] [0]
#CONDITION_POSITION= 102,64 [13,13] [1,1] [2] [0]
}

{
#NAME= DE 507: Raise Pennsylvanian Volunteers?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_30>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 507
#MPP_UPDOWN= -50
#MPP_TURNS= 3
#MPP_TEXT= <<TAG_31>>
#NOTES= <<TAG_32>>
#NOTES_POSITION= 158,53
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= <<TAG_33>>
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Confederate unit in range of Harrisburg
#CONDITION_POSITION= 157,51 [9,9] [1,1] [2] [0]
}

{
#NAME= DE 508: Capture Fort Hatteras?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_34>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 50
; Display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 508
#MPP_UPDOWN= -150
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_35>>
#NOTES= <<TAG_36>>
#NOTES_POSITION= 168,83
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/08/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 509: Capture Port Royal Sound?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_40>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 40
; Display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 509
#MPP_UPDOWN= -150
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_41>>
#NOTES= <<TAG_42>>
#NOTES_POSITION= 143,105
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/10/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 510: Admit West Virginia as a State?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_53>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 10
; Display at start of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 510
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_54>>
#NOTES_POSITION= 135,57
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/05/13
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; All WV towns in Union Hands
#ALIGNMENT_POSITION= 135,57 [1]
#ALIGNMENT_POSITION= 151,59 [1]
#ALIGNMENT_POSITION= 134,63 [1]
#ALIGNMENT_POSITION= 134,67 [1]
#ALIGNMENT_POSITION= 129,69 [1]
#ALIGNMENT_POSITION= 135,69 [1]
#ALIGNMENT_POSITION= 138,70 [1]
#ALIGNMENT_POSITION= 137,64 [1]
#ALIGNMENT_POSITION= 139,59 [1]
#ALIGNMENT_POSITION= 140,62 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; no Confederate unit north of the Potomac
#CONDITION_POSITION= 157,51 [10,10] [0,0] [2] [0]
}

{
#NAME= DE 511: Direct Opothleyahoya to Bring the Creeks into the Union?  (Union AI: 50%)
#POPUP=
#MESSAGE= <<TAG_55>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 30
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 511
#MPP_UPDOWN= -75
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_56>>
#NOTES= <<TAG_57>>
#NOTES_POSITION= 64,87
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 50
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Tulasi in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 64,87 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
; 2nd line - Creek in war on CS side not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 66 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 512: Should Haiti Enter the War?  (Union AI: 90%)
#POPUP=
#MESSAGE= <<TAG_70>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 50
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 512
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_71>>
#NOTES_POSITION= 208,187
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 90
#AI_RESPONSE_POPUP= 
#DATE= 1862/03/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade 1 in Confederate Hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
; 2nd line - Spain in war on CS side not surrendered
; 3rd Line - Haiti pro-union >10%, not in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [100] [0]
#VARIABLE_CONDITION= 76 [1] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 513: Issue the Emancipation Proclamation?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_72>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 525[0]
#COUNTRY_ID= 103
#TRIGGER= 25
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 513
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_73>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Washington in Union hands
#ALIGNMENT_POSITION= 157,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [0] [0]
#VARIABLE_CONDITION= 100 [2] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
; No CS units within 6 of washington
#CONDITION_POSITION= 157,61 [5,5] [0,0] [2] [0]
}

{
#NAME= DE 514: Send an Emergency Delegation to London?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_85>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 514
#MPP_UPDOWN= -500
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_86>>
#NOTES= <<TAG_87>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Washington in Union hands
#ALIGNMENT_POSITION= 157,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [60] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 515: Send an Emergency Delegation to Paris?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_88>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 515
#MPP_UPDOWN= -500
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_89>>
#NOTES= <<TAG_90>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Washington in Union hands
#ALIGNMENT_POSITION= 157,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [60] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 516: Send an Emergency Delegation to Madrid?  (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_91>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 516
#MPP_UPDOWN= -500
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_92>>
#NOTES= <<TAG_93>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Washington in Union hands
#ALIGNMENT_POSITION= 157,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [60] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 517: Support a Rebellion in Cuba?  (Union AI: 80%)
#POPUP=
#MESSAGE= <<TAG_105>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1001[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 517
#MPP_UPDOWN= -50
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_106>>
#NOTES= <<TAG_107>>
#NOTES_POSITION= 184,176
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 80
#AI_RESPONSE_POPUP= 
#DATE= 1863/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Washington in Union hands
#ALIGNMENT_POSITION= 157,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
; 2nd Line - SPA in war
; 3rd Line - cuba in war; surrendered.
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [100] [0]
#VARIABLE_CONDITION= 67 [1] [100] [1]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 518: Institute a Draft?  (Union AI: 80%)
#POPUP=
#MESSAGE= <<TAG_111>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 20
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 518
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_112>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 80
#AI_RESPONSE_POPUP= 
#DATE= 1862/03/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; New York in Union hands
#ALIGNMENT_POSITION= 169,44 [1]
;Set National Morale Trigger: Union <90% FS
#NATIONAL_MORALE_TRIGGER= 103 [90]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 519: Send General Butler to Fort Monroe? (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_121>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 519
#MPP_UPDOWN= -25
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_122>>
#NOTES= <<TAG_123>>
#NOTES_POSITION= 162,72
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 520: Capture Fort Pulaski? (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_124>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 520
#MPP_UPDOWN= -125
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_125>>
#NOTES= <<TAG_126>>
#NOTES_POSITION= 142,109
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Fort Pulaski in CS hands 
#ALIGNMENT_POSITION= 142,109 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Condition - no CS units in Fort Pulaski (ie. the fort dead)
#CONDITION_POSITION= 142,109 [0,0] [0,0] [2] [0]
}

{
#NAME= DE 521: Fighting Spirit 50% - Invest in Civilian Goods? (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_129>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 521
#MPP_UPDOWN= -100
#MPP_TURNS= 100
#MPP_TEXT= <<TAG_130>>
#NOTES= <<TAG_131>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands 
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 103 [50]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 522: Fighting Spirit 25% - Invest in Civilian Goods? (Union AI: 100%)
#POPUP=
#MESSAGE= <<TAG_132>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 522
#MPP_UPDOWN= -100
#MPP_TURNS= 100
#MPP_TEXT= <<TAG_130>>
#NOTES= <<TAG_131>>
#NOTES_POSITION= 157,61
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands 
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 103 [25]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 523: Destroy the New Orleans Levees? (Union AI: 0%)
#POPUP=
#MESSAGE= <<TAG_137>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; beginning of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 523
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_138>>
#NOTES_POSITION= 96,128
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 0
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; New Orleans in Confederate hands 
#ALIGNMENT_POSITION= 96,127 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; one Union river boat unit in hex 96,128
#CONDITION_POSITION= 96,128 [0,0] [1,1] [1] [0] <39>
#CONDITION_POSITION= 96,128 [0,0] [1,1] [1] [0] <40>
#CONDITION_POSITION= 96,128 [0,0] [1,1] [1] [0] <41>
#CONDITION_POSITION= 96,128 [0,0] [1,1] [1] [0] <42>
}

{
#NAME= DE 524: Crack Down on Speculators? (Union AI: 30%)
#POPUP=
#MESSAGE= <<TAG_142>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 40
; beginning of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 524
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_143>>
#NOTES_POSITION= 103,88
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 30
#AI_RESPONSE_POPUP= 
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands 
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; a Union unit in either Nashville or Memphis
#CONDITION_POSITION= 109,86 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 95,93 [0,0] [1,1] [1] [0]
}

{
#NAME= DE 525: Invite General Garibaldi? (Union AI: 15%)
#POPUP=
#MESSAGE= <<TAG_144>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1000[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 525
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_145>>
#NOTES_POSITION= 163,53
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 15
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/27
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 526: Should Garibaldi Be Made Commanding General? (Union AI: 40%)
#POPUP=
#MESSAGE= <<TAG_146>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 525[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 526
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_147>>
#NOTES_POSITION= 163,53
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 40
#AI_RESPONSE_POPUP= 
#DATE= 1861/11/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 527: Denounce Garibaldi's Call for a March on Rome? (CinC) (Union AI: 75%)
#POPUP=
#MESSAGE= <<TAG_160>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 17[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; beginning of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 527
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_161>>
#NOTES_POSITION= 163,53
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 75
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - Garibaldi CinC
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [2] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 528: Denounce Garibaldi's Call for a March on Rome? (AC) (Union AI: 75%)
#POPUP=
#MESSAGE= <<TAG_160>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 17[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; beginning of turn
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 528
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= <<TAG_162>>
#NOTES_POSITION= 163,53
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 75
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - Garibaldi AC
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 8 [1] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 529: Declare War on Brazil? (CinC) (Union AI: 70%)
#POPUP=
#MESSAGE= <<TAG_178>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 127[1]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 529
#MPP_UPDOWN= -150
#MPP_TURNS= 99
#MPP_TEXT= <<TAG_177>>
#NOTES= <<TAG_179>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 70
#AI_RESPONSE_POPUP= <<TAG_181>>
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 530: Declare War on Brazil? (AC) (Union AI: 70%)
#POPUP=
#MESSAGE= <<TAG_180>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 128[1]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 530
#MPP_UPDOWN= -75
#MPP_TURNS= 99
#MPP_TEXT= <<TAG_177>>
#NOTES= <<TAG_179>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 70
#AI_RESPONSE_POPUP= <<TAG_181>>
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Blockade Runner 1 in CS hands (dummy)
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 601: Sell Baja California to the Union?  (Union AI: 60%)
#POPUP=
#MESSAGE= <<TAG_108>>
#IMAGE=
#SOUND= popup.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 83
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 601
#MPP_UPDOWN= 300
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_109>>
#NOTES= <<TAG_110>>
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 60
#AI_RESPONSE_POPUP= 
#DATE= 1863/08/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Denver in Union hands
#ALIGNMENT_POSITION= 24,64 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered
; 2nd Line - MX in war
; 3rd Line - FRA in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 83 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
; dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1: Check British Neutrality
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 102
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1
#MPP_UPDOWN= -350
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_66>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - UK politically aligned with the CS but not fully mobilized
#VARIABLE_CONDITION= 102 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 2: Check French Neutrality
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 73
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 2
#MPP_UPDOWN= -350
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_66>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - FRA politically aligned with the CS but not fully mobilized
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 3: Check Spanish Neutrality
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 100
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 3
#MPP_UPDOWN= -350
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_66>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - SPA politically aligned with the CS but not fully mobilized
#VARIABLE_CONDITION= 100 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 4: Check Mexican Neutrality
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 83
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 4
#MPP_UPDOWN= -350
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_66>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; 2nd Line - MX politically aligned with the US but not fully mobilized
#VARIABLE_CONDITION= 83 [1] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 5: Confederate Speculator Trade
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 5
#MPP_UPDOWN= 40
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_141>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - Counter pro-CS
#VARIABLE_CONDITION= 119 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 6: Check Pueblo CO <=> Topeka KS Route Open
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 6
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Towns on route in Union hands
#ALIGNMENT_POSITION= 63,70 [1]
#ALIGNMENT_POSITION= 29,75 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 7: Check Ft Barclay NM <=> Topeka KS Route Open
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 7
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Towns on route in Union hands
#ALIGNMENT_POSITION= 63,70 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 8: Check New York -> Mississippi Route Open
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 8
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; New York and Newark in Union hands
#ALIGNMENT_POSITION= 169,45 [1]
#ALIGNMENT_POSITION= 168,47 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
; 2nd Line Europe not in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
#VARIABLE_CONDITION= 100 [2] [0] [0]
; River warship (ie, not a transport) in position
#CONDITION_POSITION= 168,46 [0,0] [1,1] [1] [0] <39>
#CONDITION_POSITION= 168,46 [0,0] [1,1] [1] [0] <40>
#CONDITION_POSITION= 168,46 [0,0] [1,1] [1] [0] <41>
#CONDITION_POSITION= 168,46 [0,0] [1,1] [1] [0] <42>
}

{
#NAME= DE 9: Neutral Kentucky Trades With Union
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 9
#MPP_UPDOWN= 18
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_1>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/16
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Louisville neutral
#ALIGNMENT_POSITION= 114,73 [0]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 10: Neutral Kentucky Trades With Confederacy
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 10
#MPP_UPDOWN= 18
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_1>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/16
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Louisville neutral, Tennessee has seceded.
#ALIGNMENT_POSITION= 114,73 [0]
#ALIGNMENT_POSITION= 109,86 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 11: Union Imports Foreign Weapons
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 11
#MPP_UPDOWN= 200
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_5>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; New York owned by Union
#ALIGNMENT_POSITION= 169,44 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 12: Confederate Trade with Mexico
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 12
#MPP_UPDOWN= 50
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_3>>
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Laredo TX controlled by CS.
#ALIGNMENT_POSITION= 48,144 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico pro-Union, not in war.
#VARIABLE_CONDITION= 83 [1] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 13: Trigger Virginia to Secede
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 13
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 14: Trigger Arkansas to Secede
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 80
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 14
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 15: Trigger Tennessee to Secede
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 80
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 15
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 16: Trigger North Carolina to Secede
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 80
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 16
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 17: Garibaldi's March on Rome
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 7[26,75]
;Set link value to always trigger (dummy value)
#LINK= 525[1]
#COUNTRY_ID= 64
#TRIGGER= 25
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 17
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/08/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
; 2nd Line - France not in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 18: Trigger Maryland to Join Union
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 18
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is CS hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 19: Construct Fort Marshall Check DE 503
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 503[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 19
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/08/10
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Baltimore in Union hands
#ALIGNMENT_POSITION= 159,58 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 20: Trigger California Column's Arrival in New Mexico - Apache Union in Jul 62
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 504[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 20
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/07/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Fort Bowie in Union hands - either Apache joined Union or conquered by Union
#ALIGNMENT_POSITION= 1,110 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 21: Trigger California Column's Arrival in New Mexico - Apache Neutral in Jul 62
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 504[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 21
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/07/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Fort Bowie in neutral (Apache) hands
#ALIGNMENT_POSITION= 1,110 [0]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 22: Trigger California Column's Arrival in New Mexico - Apache Confederate in Jul 62
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 504[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 22
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/07/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Fort Bowie in Confederate hands
#ALIGNMENT_POSITION= 1,110 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 23: Spain in War + Partisan Trigger
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1001[1]
#COUNTRY_ID= 100
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 23
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - Spain in war
#VARIABLE_CONDITION= 100 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 24: Britain in War
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 102
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 24
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - UK in war
#VARIABLE_CONDITION= 102 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 25: France in War
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 73
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 25
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - FRA in war
#VARIABLE_CONDITION= 73 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 26: Spain in War
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 100
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 26
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT= 
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - Spain in war
#VARIABLE_CONDITION= 100 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 28: Norfolk Port
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 28
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Port in Union hands
#ALIGNMENT_POSITION= 163,73 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 29: King Cotton II (British Sponsor)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 29
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [75] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 30: King Cotton II (French Sponsor)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 30
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [75] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 31: King Cotton II (Spanish Sponsor)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 31
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [75] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 32: King Cotton II (British Failsafe)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 32
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 102 [2] [100] [0]
#VARIABLE_CONDITION= 110 [2] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 33: King Cotton II (French Failsafe)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 33
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
#VARIABLE_CONDITION= 110 [2] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 34: King Cotton II (Spanish Failsafe)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 34
#MPP_UPDOWN= 400
#MPP_TURNS= 10
#MPP_TEXT= <<TAG_65>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 100 [2] [100] [0]
#VARIABLE_CONDITION= 110 [2] [10] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 35: France at War With Italy
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 525[1]
#COUNTRY_ID= 73
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 35
#MPP_UPDOWN= -80
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_163>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
; 2nd Line - France in war
; 2nd Line - France at war with Italy
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 73 [2] [100] [0]
#VARIABLE_CONDITION= 78 [2] [20] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 36: Union MPP Payment for Baja California
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 601[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 36
#MPP_UPDOWN= -150
#MPP_TURNS= 2
#MPP_TEXT= <<TAG_109>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Denver in Union control
#ALIGNMENT_POSITION= 24,64 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 37: Blockade Runners - Abandon New Orleans
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 37
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 96,127 [1,1] [1,1] [1] [0]
#CONDITION_POSITION= 96,128 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 96,129 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 97,129 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 98,130 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 99,130 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 100,131 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 101,131 [0,0] [1,1] [1] [0]
}

{
#NAME= DE 38: Blockade Runners - Abandon Mobile
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 38
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 106,121 [1,1] [1,1] [1] [0]
#CONDITION_POSITION= 108,121 [0,0] [1,1] [1] [0]
}

{
#NAME= DE 39: Blockade Runners - Abandon Jacksonville
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 39
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 140,120 [1,1] [1,1] [1] [0]
#CONDITION_POSITION= 140,118 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 141,122 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 141,119 [1,1] [2,2] [1] [0] <35,36,37,38>
}

{
#NAME= DE 40: Blockade Runners - Abandon Savannah
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 40
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 140,108 [1,1] [1,1] [1] [0]
#CONDITION_POSITION= 142,109 [0,0] [1,1] [1] [0]
}

{
#NAME= DE 41: Blockade Runners - Abandon Charleston
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 41
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 145,101 [1,1] [1,1] [1] [0]
}

{
#NAME= DE 42: Blockade Runners - Abandon Wilmington
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 42
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 158,91 [1,1] [1,1] [1] [0]
}

{
#NAME= DE 43: Blockade Runners - Abandon Elizabeth City
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 508[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 43
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 163,77 [1,1] [1,1] [1] [0]
}

{
#NAME= DE 44: TN Secession Delay
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 15[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 44
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Ft Henry has spawned
#CONDITION_POSITION= 104,85 [0,0] [1,1] [2] [0] <20>
}

{
#NAME= DE 45: NC Secession Delay
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 16[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 45
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Ft Fisher has spawned
#CONDITION_POSITION= 158,91 [0,0] [1,1] [2] [0] <20>
}

{
#NAME= DE 46: Move Mexican Empire Capital (Pre-7/63 Entry)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 46
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Mexico city and surrounds in Confederate hands
#ALIGNMENT_POSITION= 48,190 [2]
#ALIGNMENT_POSITION= 48,191 [2]
#ALIGNMENT_POSITION= 49,189 [2]
#ALIGNMENT_POSITION= 49,190 [2]
#ALIGNMENT_POSITION= 49,191 [2]
#ALIGNMENT_POSITION= 50,191 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; MX entered before DE 78 triggered
#VARIABLE_CONDITION= 108 [2] [72] [0]
#VARIABLE_CONDITION= 82 [2] [100] [0]
; No Union/MX units within 1 of MX City
#CONDITION_POSITION= 49,190 [1,1] [0,0] [1] [0]
}

{
#NAME= DE 47: Activate Union Partisans WV
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 510[1]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 47
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; dummy in Union hands
#ALIGNMENT_POSITION= 295,22 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - counter check DE 1001 enabled,
#VARIABLE_CONDITION= 6 [1] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 70: War in Mexico Phase 1 (Start of 1861/12/13 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1000[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 70
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/12/13
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 71: War in Mexico Phase 2 (Start of 1862/02/25 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 70[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 71
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/02/25
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 72: War in Mexico Phase 3 (Start of 1862/04/30 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 71[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 72
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/04/30
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 73: War in Mexico Phase 4 (Start of 1862/07/29 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 72[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 73
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/07/29
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 74: War in Mexico Phase 5 (Start of 1862/09/23 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 73[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 74
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/09/23
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 75: War in Mexico Phase 6 (Start of 1862/12/20 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 74[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 75
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1862/12/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 76: War in Mexico Phase 7 (Start of 1863/03/04 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 75[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 76
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1863/03/04
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 77: War in Mexico Phase 8 (Start of 1863/05/19 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 76[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 77
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1863/05/19
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 78: War in Mexico Phase 9 (Start of 1863/07/12 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 77[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 78
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1863/07/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 79: War in Mexico Phase 10 (Start of 1863/10/08 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 78[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 79
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1863/10/08
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 80: War in Mexico Phase 11 (Start of 1864/01/14 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 79[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 80
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/01/14
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 81: War in Mexico Phase 12 (Start of 1864/04/07 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 80[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 81
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/04/07
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 82: War in Mexico Phase 13 (Start of 1864/06/12 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 81[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 82
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/06/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 83: War in Mexico Phase 14 (Start of 1864/08/25 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 82[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 83
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/08/25
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 84: War in Mexico Phase 15 (Start of 1864/11/05 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 83[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 84
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1864/11/05
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 85: War in Mexico Phase 16 (Start of 1865/01/20 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 84[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 85
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1865/01/20
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 86: War in Mexico Phase 17 (Start of 1865/04/04 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 85[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 86
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1865/04/04
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 87: War in Mexico Phase 18 (Start of 1865/08/12 US Turn)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 3
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 86[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 87
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1865/08/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Mexico is neutral
; 2nd Line - France is neutral
#VARIABLE_CONDITION= 83 [1] [0] [0]
#VARIABLE_CONDITION= 73 [2] [0] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 100: Check Confederate Surrender (Union Victory)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 100
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, surrendered
#VARIABLE_CONDITION= 64 [2] [100] [1]
; 2nd Line - Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 200: Check British Surrender (FS <1%)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 102
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 200
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 102 [1]
;Set variable conditions:
; 1st Line - British in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 102 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 300: Check French Surrender (FS <1%)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 73
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 300
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 73 [1]
;Set variable conditions:
; 1st Line - France in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 73 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 400: Check Spanish Surrender (FS <1%)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 100
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 400
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 100 [1]
;Set variable conditions:
; 1st Line - Spain in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 100 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 500: Check Union Surrender (Confederate Victory)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 500
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Blockade Runner 1 is in Confederate hands
#ALIGNMENT_POSITION= 295,15 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Confederates in war, Confederate side, not surrendered
#VARIABLE_CONDITION= 64 [2] [100] [0]
; 2nd Line - Union in war, Union side, surrendered
#VARIABLE_CONDITION= 103 [1] [100] [1]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 901: Partisan Substitute - Fayetteville AR
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 901
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_94>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 75,88 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 902: Partisan Substitute - Arkadelphia AR
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 902
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_94>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 80,104 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 903: Partisan Substitute - Martinsville LA
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 903
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_95>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 86,126 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 904: Partisan Substitute - Franklin TN
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 904
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_96>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 109,89 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 905: Partisan Substitute - Knoxville TN
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 905
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_96>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 122,86 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 906: Partisan Substitute - Corinth MS
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 906
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_97>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 102,95 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 907: Partisan Substitute - Elyton AL
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 907
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_98>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 112,101 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 908: Partisan Substitute - Cartersville GA
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 908
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_99>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 121,95 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 909: Partisan Substitute - Greensborough NC
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 909
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_100>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 143,82 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 910: Partisan Substitute - Wytheville VA
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 910
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_101>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 135,77 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 911: Partisan Substitute - Winchester VA
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 911
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_101>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 148,61 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 912: Partisan Substitute - Staunton VA
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 912
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_101>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 144,68 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 913: Partisan Substitute - Charleston WV
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 913
#MPP_UPDOWN= -10
#MPP_TURNS= 1
#MPP_TEXT= <<TAG_102>>
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/06/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 134,67 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
#VARIABLE_CONDITION= 6 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1013: Richmond Held by CS (Europe Diplo Check)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1000[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1013
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Richmond is in Confederate hands
#ALIGNMENT_POSITION= 155,70 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1014: Nashville Held by CS (Europe Diplo Check)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 1000[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1014
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Nashville is in Confederate hands
#ALIGNMENT_POSITION= 109,86 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1015: Wilmington Held by CS (Europe Diplo Check - British Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1015
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 158,91 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1016: Charleston Held by CS (Europe Diplo Check - British Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1016
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 145,101 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1017: Savannah Held by CS (Europe Diplo Check - British Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1017
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 140,108 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
; no Union unit in Ft Pulaski
#CONDITION_POSITION= 142,109 [0,0] [0,0] [1] [0]
}

{
#NAME= DE 1018: Mobile Held by CS (Europe Diplo Check - British Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1018
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 106,121 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1019: New Orleans Held by CS (Europe Diplo Check - British Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 110[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1019
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 96,127 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1020: Wilmington Held by CS (Europe Diplo Check - French Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1020
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 158,91 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1021: Charleston Held by CS (Europe Diplo Check - French Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1021
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 145,101 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1022: Savannah Held by CS (Europe Diplo Check - French Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1022
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 140,108 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
; no Union unit in Ft Pulaski
#CONDITION_POSITION= 142,109 [0,0] [0,0] [1] [0]
}

{
#NAME= DE 1023: Mobile Held by CS (Europe Diplo Check - French Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1023
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 106,121 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1024: New Orleans Held by CS (Europe Diplo Check - French Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[1]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1024
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 96,127 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1025: Wilmington Held by CS (Europe Diplo Check - Spanish Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1025
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 158,91 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1026: Charleston Held by CS (Europe Diplo Check - Spanish Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1026
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 145,101 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1027: Savannah Held by CS (Europe Diplo Check - Spanish Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1027
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 140,108 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
; no Union unit in Ft Pulaski
#CONDITION_POSITION= 142,109 [0,0] [0,0] [1] [0]
}

{
#NAME= DE 1028: Mobile Held by CS (Europe Diplo Check - Spanish Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1028
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 106,121 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1029: New Orleans Held by CS (Europe Diplo Check - Spanish Sponsor)
#POPUP= 
#MESSAGE= 
#IMAGE= 
#SOUND= 
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 111[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; End of CS previous turn
#DISPLAY_ORDER= 0
;Set decision value
#DECISION= 1029
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= 
#NOTES_POSITION= 
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; City is in Confederate hands
#ALIGNMENT_POSITION= 96,127 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Union in war
#VARIABLE_CONDITION= 103 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1030: Fighting Spirit Liberation Trigger - Richmond
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1030
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 155,70 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1031: Fighting Spirit Liberation Trigger - Raleigh
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1031
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 151,83 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1032: Fighting Spirit Liberation Trigger - Columbia
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1032
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 140,96 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1033: Fighting Spirit Liberation Trigger - Milledgeville
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1033
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 128,104 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1034: Fighting Spirit Liberation Trigger - Montgomery
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1034
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 114,109 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1035: Fighting Spirit Liberation Trigger - Jackson
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1035
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 95,110 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1036: Fighting Spirit Liberation Trigger - Baton Rouge
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1036
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 91,123 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1037: Fighting Spirit Liberation Trigger - Little Rock
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1037
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 82,97 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1038: Fighting Spirit Liberation Trigger - Austin
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1038
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 58,125 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1039: Fighting Spirit Liberation Trigger - Nashville
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1039
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 109,86 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1040: Fighting Spirit Liberation Trigger - Tallahassee
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1040
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 127,120 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1041: Fighting Spirit Liberation Trigger - El Paso
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1041
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 12,113 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1042: Fighting Spirit Liberation Trigger - Galveston
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1042
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 71,131 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1043: Fighting Spirit Liberation Trigger - Fort Worth
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1043
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 58,110 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1044: Fighting Spirit Liberation Trigger - Fort Smith
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1044
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 74,93 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1045: Fighting Spirit Liberation Trigger - Shreveport
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1045
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 77,111 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1046: Fighting Spirit Liberation Trigger - New Orleans
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1046
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 96,127 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1047: Fighting Spirit Liberation Trigger - Vicksburg
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1047
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 91,110 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1048: Fighting Spirit Liberation Trigger - Mobile
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1048
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 106,121 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1049: Fighting Spirit Liberation Trigger - Atlanta
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1049
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 123,98 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1050: Fighting Spirit Liberation Trigger - Memphis
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1050
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 95,93 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1051: Fighting Spirit Liberation Trigger - Charleston
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1051
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 145,101 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1052: Fighting Spirit Liberation Trigger - Norfolk
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1052
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 163,74 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1053: Fighting Spirit Liberation Trigger - Staunton
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1053
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 144,68 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1054: Fighting Spirit Liberation Trigger - Fredericksburg
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1054
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 155,66 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1055: Fighting Spirit Liberation Trigger - Petersburg
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1055
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 155,72 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1056: Fighting Spirit Liberation Trigger - Washington
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1056
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 157,61 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1057: Fighting Spirit Liberation Trigger - Annapolis
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1057
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 159,60 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1058: Fighting Spirit Liberation Trigger - Baltimore
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1058
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/05/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 159,58 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1059: Fighting Spirit Liberation Trigger - Harrisburg
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1059
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 158,53 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1060: Fighting Spirit Liberation Trigger - Wilmington
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1060
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 162,55 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1061: Fighting Spirit Liberation Trigger - Philadelphia
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1061
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 163,53 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1062: Fighting Spirit Liberation Trigger - Newark
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1062
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 167,46 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1063: Fighting Spirit Liberation Trigger - New York
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1063
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 169,44 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1064: Fighting Spirit Liberation Trigger - Providence
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1064
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 177,37 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1065: Fighting Spirit Liberation Trigger - Springfield
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1065
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 172,37 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1066: Fighting Spirit Liberation Trigger - Boston
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1066
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 178,33 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1067: Fighting Spirit Liberation Trigger - Rochester
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1067
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 145,35 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1068: Fighting Spirit Liberation Trigger - Buffalo
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1068
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 141,38 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1069: Fighting Spirit Liberation Trigger - Cleveland
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1069
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 130,49 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1070: Fighting Spirit Liberation Trigger - Toledo
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1070
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 121,49 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1071: Fighting Spirit Liberation Trigger - Detroit
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1071
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 122,44 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1072: Fighting Spirit Liberation Trigger - Pittsburgh
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1072
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 138,54 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1073: Fighting Spirit Liberation Trigger - Columbus
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1073
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 125,59 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1074: Fighting Spirit Liberation Trigger - Cincinnati
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1074
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 118,65 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1075: Fighting Spirit Liberation Trigger - New Albany
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1075
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 112,72 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1076: Fighting Spirit Liberation Trigger - Evansville
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1076
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 105,74 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1077: Fighting Spirit Liberation Trigger - Cairo
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1077
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 98,81 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1078: Fighting Spirit Liberation Trigger - Indianapolis
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1078
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 111,61 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1079: Fighting Spirit Liberation Trigger - Chicago
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1079
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 102,51 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1080: Fighting Spirit Liberation Trigger - Fort Leavenworth
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1080
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 70,68 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1081: Fighting Spirit Liberation Trigger - Santa Fe
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1081
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 16,89 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1082: Fighting Spirit Liberation Trigger - Denver
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1082
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 24,64 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1083: Fighting Spirit Liberation Trigger - Quincy
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1083
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 87,62 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1084: Fighting Spirit Liberation Trigger - Erie
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1084
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 136,44 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1085: Fighting Spirit Liberation Trigger - Fort Monroe
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 64
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1085
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/04/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Confederate hands
#ALIGNMENT_POSITION= 162,72 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1086: Fighting Spirit Liberation Trigger - San Antonio
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1086
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 53,131 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1087: Fighting Spirit Liberation Trigger - Hamilton
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1087
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 136,37 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1088: Fighting Spirit Liberation Trigger - Toronto
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1088
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 137,32 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1089: Fighting Spirit Liberation Trigger - Kingston
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1089
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 154,25 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1090: Fighting Spirit Liberation Trigger - Ottawa
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1090
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 155,19 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1091: Fighting Spirit Liberation Trigger - Montreal
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1091
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 163,16 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1092: Fighting Spirit Liberation Trigger - Quebec
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1092
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 171,5 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1093: Fighting Spirit Liberation Trigger - Kingston JM
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1093
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 179,194 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1094: Fighting Spirit Liberation Trigger - Nassau
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1094
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 171,147 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1095: Fighting Spirit Liberation Trigger - Havana
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1095
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 142,164 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1096: Fighting Spirit Liberation Trigger - Puerto Principe
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1096
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 171,172 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1097: Fighting Spirit Liberation Trigger - Santiago de Cuba
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1097
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 184,179 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1098: Fighting Spirit Liberation Trigger - Santo Domingo
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1098
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 222,184 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1099: Fighting Spirit Liberation Trigger - San Juan
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1099
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 246,181 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 1100: Fighting Spirit Liberation Trigger - Halifax
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#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]
#COUNTRY_ID= 103
#TRIGGER= 100
; Display at end of turn
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 1100
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1861/07/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; City in Union hands
#ALIGNMENT_POSITION= 205,10 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Union in war, not surrendered,
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}